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+ | Fog imGUI
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@ -1,11 +1,4 @@
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struct VolumeProperties {
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vec3 sigma_a; // absorption coefficient
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vec3 sigma_s; // scattering coefficient
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vec3 sigma_t; // extinction coefficient
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float g; // phase function parameter
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};
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float sampleHG(float g, inout uint rng_state)
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{
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if (abs(g) < 0.001)
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@ -36,17 +29,18 @@ vec3 sampleDirection(vec3 forward, float cos_theta, inout uint rng_state)
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);
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}
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bool atmosScatter(VolumeProperties volume, hitInfo hit, inout float t_scatter, inout uint rng_state)
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bool atmosScatter(hitInfo hit, inout float t_scatter, inout uint rng_state)
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{
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t_scatter = -log(randomValue(rng_state)) / volume.sigma_t.x;
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float density = volume.sigma_t.x;
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t_scatter = -log(randomValue(rng_state)) / density;
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return (t_scatter < hit.t && volume.sigma_t.x > 0.0);
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return (t_scatter < hit.t && density > 0.0);
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}
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void calculateVolumetricLight(float t_scatter, VolumeProperties volume, inout Ray ray, inout vec3 color, inout vec3 light, inout vec3 transmittance, inout uint rng_state)
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void calculateVolumetricLight(float t_scatter, inout Ray ray, inout vec3 color, inout vec3 light, inout vec3 transmittance, inout uint rng_state)
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{
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vec3 scatter_pos = ray.origin + ray.direction * t_scatter;
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transmittance *= exp(-volume.sigma_t * t_scatter);
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color *= volume.sigma_s / volume.sigma_t;
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