I've found from BGE.
You need to convert shaders to AGK
http://www.mediafire.com/file/x7osasnh41nrbb1/atmosphere_26x.blend
https://blenderartists.org/t/atmospheric-scattering/462134/72
Open blend file in UPBGE 2.79
VertexShader = """
//
// Atmospheric scattering vertex shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3CameraPos; // The camera's current position
uniform vec3 v3LightPos; // The direction vector to the light source
uniform vec3 m_fWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fCameraHeight; // The camera's current height
uniform float fCameraHeight2; // fCameraHeight^2
uniform float fOuterRadius; // The outer (atmosphere) radius
uniform float fOuterRadius2; // fOuterRadius^2
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fInnerRadius2; // fInnerRadius^2
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
uniform int nSamples;
uniform float fSamples;
varying vec3 v3Direction, v, Vert;
varying float depth;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main(void)
{
vec3 v3InvWavelength;
v3InvWavelength.x = 1.0/pow(m_fWavelength.x, 4.0);
v3InvWavelength.y = 1.0/pow(m_fWavelength.y, 4.0);
v3InvWavelength.z = 1.0/pow(m_fWavelength.z, 4.0);
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Pos = gl_Vertex.xyz;
vec3 v3Ray = v3Pos - v3CameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = v3CameraPos;
float fHeight = length(v3Start);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight));
float fStartAngle = dot(v3Ray, v3Start) / fHeight;
float fStartOffset = fDepth*scale(fStartAngle);
float fStartDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight));
depth = clamp(fStartDepth*scale(fStartAngle),0.0,1.0);
// Initialize the scattering loop variables
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
vec3 v3Attenuate = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
gl_FrontSecondaryColor.rgb = v3FrontColor * fKmESun;
gl_FrontColor.rgb = v3FrontColor * (v3InvWavelength * fKrESun);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
v3Direction = v3CameraPos - v3Pos;
}
"""
FragmentShader = """
//
// Atmospheric scattering fragment shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3LightPos;
const float g = -0.98;
const float g2 = (-0.98)*(-0.98);
uniform float fCameraHeight, fOuterRadius, fScaleDepth;
uniform float fExposure;
varying vec3 v3Direction;
varying float depth;
void main (void)
{
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
float fRayleighPhase = 0.75 * (1.0 + (fCos*fCos));
float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
float sun = 2.0*((1.0 - 0.2) / (2.0 + 0.2)) * (1.0 + fCos*fCos) / pow(1.0 + 0.2 - 2.0*(-0.2)*fCos, 1.0);
vec4 f4Ambient = (sun * depth + (fOuterRadius - fCameraHeight))*vec4(0.05, 0.05, 0.1,1.0);
vec4 f4Color = (fRayleighPhase * gl_Color + fMiePhase * gl_SecondaryColor)+f4Ambient;
vec4 HDR = 1.0 - exp(f4Color * -fExposure);
float nightmult = clamp(max(HDR.x, max(HDR.y, HDR.z))*1.5,0.0,1.0);
//gl_FragColor = vec4(ambient);
gl_FragColor = HDR;
gl_FragColor.a = nightmult+(fOuterRadius - fCameraHeight);
}
"""