Created
January 30, 2019 10:24
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float4 PSMain(float4 position : SV_POSITION, float2 uv : TEXCOORD0 ) : SV_Target | |
{ | |
const float cExtinctionFactor = Params.Config.x; | |
const float cDensity = Params.Config.y; | |
const int cNumSamples = Params.Config.z; | |
const float cCutoffDist = Params.Config.w; | |
const float depth = Depth.Sample(PointSampler, uv).r; | |
const float4 vsPos = float4(screen_to_view(Params.Projection, uv, depth), 1.0f); | |
const float distToPos = length(vsPos); | |
const float sampleLength = distToPos / float(cNumSamples); | |
if ( distToPos > cCutoffDist ) | |
return float4(0.0f.xxx, 1.0f); | |
float transmittance = 1.0; | |
float3 inScattering = 0.0f.xxx; | |
const float extinction = cExtinctionFactor * cDensity; | |
for (int i = 0; i < cNumSamples; ++i) | |
{ | |
float beerLawIntegral = exp(-extinction * sampleLength); | |
transmittance *= beerLawIntegral; | |
inScattering += Params.FogColor; // Should be retrieved from 3D texture | |
} | |
inScattering /= cNumSamples; | |
return float4(inScattering * (1 - transmittance), transmittance); | |
} |
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