
3. Volumetric Fog and Lighting 227
float3 localLightDirection =
GetLocalLightDirection ( lightIndex , worldPosition );
lighting += GetLocalLightRadiance ( lightIndex , worldPosition )
GetPhaseFunction ( viewDirection , localLightDirection ,
g_VolumetricFogPhaseAnisotropy);
}
// Lighting sectio n END
// Finally , we apply some potentially non−white fog scattering albedo
color lighting = g_FogAlbedo ;
// Final in−scattering is product of outgoing radiance and scattering
// coefficients , while extinction is sum of scattering and absorption
float4 finalOutValue = float4 ( lighting scattering , scattering
+ absorption );
Listing 3.1. Pseudocode for calculati ...