/* Based on Frosbite Unified Volumetric. * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ /* Step 3 : Integrate for each froxel the final amount of light * scattered back to the viewer and the amout of transmittance. */ uniform sampler3D volumeScattering; /* Result of the scatter step */ uniform sampler3D volumeExtinction; flat in int slice; layout(location = 0) out vec4 finalScattering; layout(location = 1) out vec4 finalTransmittance; void main() { /* Start with full transmittance and no scattered light. */ finalScattering = vec4(0.0); finalTransmittance = vec4(1.0); vec3 tex_size = vec3(textureSize(volumeScattering, 0).xyz); /* Compute view ray. */ vec2 uvs = gl_FragCoord.xy / tex_size.xy; vec3 ndc_cell = volume_to_ndc(vec3(uvs, 1e-5)); vec3 view_cell = get_view_space_from_depth(ndc_cell.xy, ndc_cell.z); /* Ortho */ float prev_ray_len = view_cell.z; float orig_ray_len = 1.0; /* Persp */ if (ProjectionMatrix[3][3] == 0.0) { prev_ray_len = length(view_cell); orig_ray_len = prev_ray_len / view_cell.z; } /* Without compute shader and arbitrary write we need to * accumulate from the beginning of the ray for each cell. */ float integration_end = float(slice); for (int i = 0; i < slice; ++i) { ivec3 volume_cell = ivec3(gl_FragCoord.xy, i); vec4 Lscat = texelFetch(volumeScattering, volume_cell, 0); vec4 s_extinction = texelFetch(volumeExtinction, volume_cell, 0); float cell_depth = volume_z_to_view_z((float(i) + 1.0) / tex_size.z); float ray_len = orig_ray_len * cell_depth; /* Evaluate Scattering */ float s_len = abs(ray_len - prev_ray_len); prev_ray_len = ray_len; vec4 Tr = exp(-s_extinction * s_len); /* integrate along the current step segment */ Lscat = (Lscat - Lscat * Tr) / s_extinction; /* accumulate and also take into account the transmittance from previous steps */ finalScattering += finalTransmittance * Lscat; finalTransmittance *= Tr; } }