Hi I found an interesting shader and started porting it to vvvv DX11.
I could need some expertise in a view points.
Get the attached patch and go on this forum thread:
It is this GPU Gems contribution:
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html
That comes from that page (also other interesting stuff like volumentric clouds are covered):
http://sponeil.net/index.htm
alright as you can see it is a multi pass shader and the GroundFromSpace is already working. SkyFromSpace is producing only a white sphere. And I wonder if I applied it correctly:
"
Draw your planet using the GroundFromSpace shader first
Then change your rasterizer state so it culls front faces instead of back faces.
Then draw the atmosphere sphere using the AtmosphereFromSpace shader.
Since your culling is inverted, only the back half of the sphere will be drawn.
Pixels behind the planet will not be drawn because they will fail the depth test.
"
Then I am trying to make Textures working on it correctly and of course transform. If someone feels like jumping in, you’re welcome!
scatteringtest.rar (340.7 kB)