// Copyright (C) 2023 Fernando García Liñán
// Copyright (C) 2026 The Qt Company Ltd.
// SPDX-License-Identifier: MIT

// Configurable parameters

// Ray marching steps. More steps mean better accuracy but worse performance
const int TRANSMITTANCE_STEPS     = 32;
const int IN_SCATTERING_STEPS     = 32;

// Debug
#define ENABLE_SPECTRAL 1
#define ENABLE_MULTIPLE_SCATTERING 1
#define ENABLE_AEROSOLS 1

//-----------------------------------------------------------------------------
// Constants

// All parameters that depend on wavelength (vec4) are sampled at
// 630, 560, 490, 430 nanometers

const float PI = 3.14159265358979323846;
const float INV_PI = 0.31830988618379067154;
const float INV_4PI = 0.25 * INV_PI;
const float PHASE_ISOTROPIC = INV_4PI;
const float RAYLEIGH_PHASE_SCALE = (3.0 / 16.0) * INV_PI;
const float g = 0.8;
const float gg = g*g;

const float EARTH_RADIUS = 6371.0; // km
const float ATMOSPHERE_THICKNESS = 100.0; // km
const float ATMOSPHERE_RADIUS = EARTH_RADIUS + ATMOSPHERE_THICKNESS;

#if ENABLE_SPECTRAL == 1
// Extraterrestial Solar Irradiance Spectra, units W * m^-2 * nm^-1
// https://www.nrel.gov/grid/solar-resource/spectra.html
const vec4 sun_spectral_irradiance = vec4(1.679, 1.828, 1.986, 1.307);
// Rayleigh scattering coefficient at sea level, units km^-1
// "Rayleigh-scattering calculations for the terrestrial atmosphere"
// by Anthony Bucholtz (1995).
const vec4 molecular_scattering_coefficient_base = vec4(6.605e-3, 1.067e-2, 1.842e-2, 3.156e-2);
// Ozone absorption cross section, units m^2 / molecules
// "High spectral resolution ozone absorption cross-sections"
// by V. Gorshelev et al. (2014).
const vec4 ozone_absorption_cross_section = vec4(3.472e-21, 3.914e-21, 1.349e-21, 11.03e-23) * 1e-4f;
#else
// Same as above but for the following "RGB" wavelengths: 680, 550, 440 nm
// The Sun spectral irradiance is also multiplied by a constant factor to
// compensate for the fact that we use the spectral samples directly as RGB,
// which is incorrect.
const vec4 sun_spectral_irradiance = vec4(1.500, 1.864, 1.715, 0.0) * 150.0;
const vec4 molecular_scattering_coefficient_base = vec4(4.847e-3, 1.149e-2, 2.870e-2, 0.0);
const vec4 ozone_absorption_cross_section = vec4(3.36e-21f, 3.08e-21f, 20.6e-23f, 0.0) * 1e-4f;
#endif

/*
 * Every aerosol type expects 5 parameters:
 * - Scattering cross section
 * - Absorption cross section
 * - Base density (km^-3)
 * - Background density (km^-3)
 * - Height scaling parameter
 * These parameters can be sent as uniforms.
 *
 * This model for aerosols and their corresponding parameters come from
 * "A Physically-Based Spatio-Temporal Sky Model"
 * by Guimera et al. (2018).
 */

vec3 get_sun_direction(float time)
{
    float a = sin(time*0.5 - 1.5) * 0.55 + 0.45;
    return vec3(-sqrt(1.0 - a*a), 0.0, a);
}

/*
 * Helper function to obtain the transmittance to the top of the atmosphere
 * from Buffer A.
 */
vec4 transmittance_from_lut(sampler2D lut, float cos_theta, float normalized_altitude)
{
    float u = clamp(cos_theta * 0.5 + 0.5, 0.0, 1.0);
    float v = clamp(normalized_altitude, 0.0, 1.0);
    return texture(lut, vec2(u, v));
}

/*
 * Returns the distance between ro and the first intersection with the sphere
 * or -1.0 if there is no intersection. The sphere's origin is (0,0,0).
 * -1.0 is also returned if the ray is pointing away from the sphere.
 */
float ray_sphere_intersection(vec3 ro, vec3 rd, float radius)
{
    float b = dot(ro, rd);
    float c = dot(ro, ro) - radius*radius;
    if (c > 0.0 && b > 0.0) return -1.0;
    float d = b*b - c;
    if (d < 0.0) return -1.0;
    if (d > b*b) return (-b+sqrt(d));
    return (-b-sqrt(d));
}

/*
 * Rayleigh phase function.
 */
float molecular_phase_function(float cos_theta)
{
    return RAYLEIGH_PHASE_SCALE * (1.0 + cos_theta*cos_theta);
}

/*
 * Henyey-Greenstrein phase function.
 */
float aerosol_phase_function(float cos_theta)
{
    float den = 1.0 + gg + 2.0 * g * cos_theta;
    return INV_4PI * (1.0 - gg) / (den * sqrt(den));
}

vec4 get_multiple_scattering(sampler2D transmittance_lut, float cos_theta, float normalized_height, float d, vec4 ground_albedo)
{
#if ENABLE_MULTIPLE_SCATTERING == 1
    // Solid angle subtended by the planet from a point at d distance
    // from the planet center.
    float omega = 2.0 * PI * (1.0 - sqrt(d*d - EARTH_RADIUS*EARTH_RADIUS) / d);

    vec4 T_to_ground = transmittance_from_lut(transmittance_lut, cos_theta, 0.0);

    vec4 T_ground_to_sample =
        transmittance_from_lut(transmittance_lut, 1.0, 0.0) /
        transmittance_from_lut(transmittance_lut, 1.0, normalized_height);

    // 2nd order scattering from the ground
    vec4 L_ground = PHASE_ISOTROPIC * omega * (ground_albedo / PI) * T_to_ground * T_ground_to_sample * cos_theta;

    // Fit of Earth's multiple scattering coming from other points in the atmosphere
    vec4 L_ms = 0.02 * vec4(0.217, 0.347, 0.594, 1.0) * (1.0 / (1.0 + 5.0 * exp(-17.92 * cos_theta)));

    return L_ms + L_ground;
#else
    return vec4(0.0);
#endif
}

/*
 * Return the molecular volume scattering coefficient (km^-1) for a given altitude
 * in kilometers.
 */
vec4 get_molecular_scattering_coefficient(float h)
{
    return molecular_scattering_coefficient_base * exp(-0.07771971 * pow(h, 1.16364243));
}

/*
 * Return the molecular volume absorption coefficient (km^-1) for a given altitude
 * in kilometers.
 */
vec4 get_molecular_absorption_coefficient(float h, float ozone_mean_monthly_dobson)
{
    h += 1e-4; // Avoid division by 0
    float t = log(h) - 3.22261;
    float density = 3.78547397e20 * (1.0 / h) * exp(-t * t * 5.55555555);
    return ozone_absorption_cross_section * ozone_mean_monthly_dobson * density;
}

float get_aerosol_density(float h,
                          int aerosol_type,
                          float aerosol_base_density,
                          float aerosol_height_scale,
                          float aerosol_background_divided_by_base_density
                          )
{
    if (aerosol_type == 0) { // Only for the Background aerosol type, no dependency on height
        return aerosol_base_density * (1.0 + aerosol_background_divided_by_base_density);
    } else {
        return aerosol_base_density * (exp(-h / aerosol_height_scale)
            + aerosol_background_divided_by_base_density);
    }
}

/*
 * Get the collision coefficients (scattering and absorption) of the
 * atmospheric medium for a given point at an altitude h.
 */
void get_atmosphere_collision_coefficients(in float h,
                                           in vec4 aerosol_absorption_cross_section,
                                           in vec4 aerosol_scattering_cross_section,
                                           in float aerosol_base_density,
                                           in float aerosol_height_scale,
                                           in float aerosol_background_divided_by_base_density,
                                           in int aerosol_type,
                                           in float ozone_mean_monthly_dobson,
                                           in float aerosol_turbidity,
                                           out vec4 aerosol_absorption,
                                           out vec4 aerosol_scattering,
                                           out vec4 molecular_absorption,
                                           out vec4 molecular_scattering,
                                           out vec4 extinction)
{
    h = max(h, 0.0); // In case height is negative
#if ENABLE_AEROSOLS == 0
    aerosol_absorption = vec4(0.0);
    aerosol_scattering = vec4(0.0);
#else
    float aerosol_density = get_aerosol_density(h, aerosol_type, aerosol_base_density, aerosol_height_scale, aerosol_background_divided_by_base_density);
    aerosol_absorption = aerosol_absorption_cross_section * aerosol_density * aerosol_turbidity;
    aerosol_scattering = aerosol_scattering_cross_section * aerosol_density * aerosol_turbidity;
#endif
    molecular_absorption = get_molecular_absorption_coefficient(h, ozone_mean_monthly_dobson);
    molecular_scattering = get_molecular_scattering_coefficient(h);
    extinction = aerosol_absorption + aerosol_scattering + molecular_absorption + molecular_scattering;
}

//-----------------------------------------------------------------------------
// Spectral rendering stuff

const mat4 M = mat4(
    137.672389239975, -8.632904716299537, -1.7181567391931372, 0,
    32.549094028629234, 91.29801417199785, -12.005406444382531, 0,
    -38.91428392614275, 34.31665471469816, 29.89044807197628, 0,
    8.572844237945445, -11.103384660054624, 117.47585277566478, 0
);

vec3 linear_srgb_from_spectral_samples(vec4 L)
{
    return (M * L).xyz;
}



float ease(float x, float c)
{
    x = clamp(x, 0.0, 1.0);
    if (c > 0.0) {
        if (c < 1.0)
            return 1.0 - pow(1.0 - x, 1.0 / c);
        return pow(x, c);
    }
    if (c < 0.0) {
        if (x < 0.5)
            return pow(x * 2.0, -c) * 0.5;
        return (1.0 - pow(1.0 - (x - 0.5) * 2.0, -c)) * 0.5 + 0.5;
    }
    return 0.0;
}


vec2 sampleSphericalMap(vec3 v)
{
    // Linear azimuth/elevation
    float azimuth = atan(v.z, v.x);      // [-pi, pi]
    float theta   = asin(v.y);           // [-pi/2, pi/2]

    // Non-linear LUT warp: undo the warp applied during LUT generation
    float elev_warp = sqrt(abs(theta) / (PI * 0.5)) * sign(theta) * 0.5 + 0.5;

    // Map azimuth to [0,1]
    float azimuth_uv = azimuth / (2.0 * PI) + 0.5;

    return vec2(azimuth_uv, elev_warp);
}

/*
 * ACES tonemapping fit for the sRGB color space
 * https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
 */
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
const mat3 aces_input_mat = mat3(
    0.59719, 0.07600, 0.02840,
    0.35458, 0.90834, 0.13383,
    0.04823, 0.01566, 0.83777
    );

// ODT_SAT => XYZ => D60_2_D65 => sRGB
const mat3 aces_output_mat = mat3(
    1.60475, -0.10208, -0.00327,
    -0.53108,  1.10813, -0.07276,
    -0.07367, -0.00605,  1.07602
    );

vec3 rrt_and_odt_fit(vec3 v)
{
    vec3 a = v * (v + 0.0245786) - 0.000090537;
    vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;
    return a / b;
}

vec3 aces_fitted(vec3 color)
{
        color = aces_input_mat * color;
    color = rrt_and_odt_fit(color);
    color = aces_output_mat * color;
    return clamp(color, 0.0, 1.0);
}

//-----------------------------------------------------------------------------

vec3 gamma_correct(vec3 linear_srgb)
{
    vec3 a = 12.92 * linear_srgb;
    vec3 b = 1.055 * pow(linear_srgb, vec3(1.0 / 2.4)) - 0.055;
    vec3 c = step(vec3(0.0031308), linear_srgb);
    return mix(a, b, c);
}

vec2 octEncode(vec3 n) {
    n = normalize(n);
    n /= (abs(n.x) + abs(n.y) + abs(n.z));
    if (n.z < 0.0) n.xy = (1.0 - abs(n.yx)) * sign(n.xy);
    return n.xy * 0.5 + 0.5;
}

vec3 octDecode(vec2 uv) {
    uv = uv * 2.0 - 1.0;
    vec3 n = vec3(uv.xy, 1.0 - abs(uv.x) - abs(uv.y));
    if (n.z < 0.0) n.xy = (1.0 - abs(n.yx)) * sign(n.xy);
    return normalize(n);
}


void MAIN()
{
    vec3 direction = normalize(qt_eyeDir);
    vec2 uv = sampleSphericalMap(direction);

    vec3 col = texture(skytextureBuffer, uv).rgb;

    vec3 sunCol = vec3(0.0);
    if (direction.y > 0.0) {
        vec3 sunDirWorld = vec3(-sunDirection.x, sunDirection.z, -sunDirection.y);
        float sunDot = clamp(dot(normalize(sunDirWorld), direction), -1.0, 1.0);
        float sunAngle = degrees(acos(sunDot));
        vec3 sunLinear = qt_sRGBToLinear(vec4(sunColor, 1.0)).rgb * sunEnergy;

        if (sunAngle < sunDiskInnerAngle) {
            sunCol = sunLinear * sunAlpha;
        } else if (sunAngle < sunDiskOuterAngle) {
            float t = (sunAngle - sunDiskInnerAngle) / (sunDiskOuterAngle - sunDiskInnerAngle);
            t = ease(t, sunDiskFalloff);
            sunCol = sunLinear * sunAlpha * (1.0 - t);
        }
    }

    col += sunCol;
    col = max(col, vec3(0.0));

    // Output linear HDR values — skybox.frag applies exposure + tonemapping.
    // The 0.01 factor normalizes physical radiance (W/m²/sr) to display units.
    FRAGCOLOR = vec4(col * 0.01, 1.0);
}
