196 lines
5.5 KiB
GLSL
196 lines
5.5 KiB
GLSL
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// -*-C++-*-
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#version 120
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// written by Thorsten Renk, Oct 2015
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 relPos;
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varying vec4 ecPosition;
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uniform sampler2D texture;
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uniform samplerCube cube_texture;
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varying float yprime_alt;
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varying float mie_angle;
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uniform float visibility;
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uniform float avisibility;
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uniform float scattering;
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uniform float terminator;
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uniform float terrain_alt;
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uniform float hazeLayerAltitude;
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uniform float overcast;
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uniform float eye_alt;
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uniform float cloud_self_shading;
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uniform float angle;
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uniform float threshold_low;
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uniform float threshold_high;
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uniform float emit_intensity;
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uniform float light_radius;
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uniform vec3 offset_vec;
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uniform vec3 scale_vec;
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uniform vec3 tag_color;
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uniform vec3 emit_color;
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uniform vec3 light_filter_one;
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uniform vec3 light_filter_two;
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uniform int quality_level;
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uniform int tquality_level;
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uniform int use_searchlight;
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uniform int implicit_lightmap_enabled;
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uniform int use_flashlight;
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uniform bool shadow_mapping_enabled;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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float alt;
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float eShade;
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float fog_func (in float targ, in float alt);
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float alt_factor(in float eye_alt, in float vertex_alt);
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float light_distance_fading(in float dist);
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float fog_backscatter(in float avisibility);
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vec3 get_hazeColor(in float light_arg);
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vec3 flashlight(in vec3 color, in float radius);
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vec3 filter_combined (in vec3 color) ;
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float getShadowing();
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vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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float luminance(vec3 color)
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{
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return dot(vec3(0.212671, 0.715160, 0.072169), color);
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}
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x > 30.0) {return e;}
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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// this determines how light is attenuated in the distance
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// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
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// for distance > visibility
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void main()
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{
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// this is taken from default.frag
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vec3 n;
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float NdotL, NdotHV, fogFactor;
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vec4 color = gl_Color;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 texel;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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float intensity;
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float effective_scattering = min(scattering, cloud_self_shading);
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eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
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vec4 light_specular = gl_LightSource[0].specular * (eShade - 0.1);
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// normal should be reversed.
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n = (2.0 * gl_Color.a - 1.0) * normal;
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n = normalize(n);
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// lookup on the opacity map
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vec3 light_vec = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz);
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//vec3 light_vec = vec3 (-1.0,0.0,0.0);
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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vec3 scaled_pos = relPos + ep.xyz;
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//vec3 lookup_vec = normalize(- normalize(light_vec) + relPos);
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scaled_pos -= offset_vec;
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float rangle = radians(angle);
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mat2 rotMat = mat2 (cos(rangle), -sin(rangle), sin(rangle), cos(rangle));
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scaled_pos.xy *=rotMat;
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scaled_pos /= scale_vec;
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//vec3 lookup_pos = dot(base1,scaled_pos) * base1 + dot(base2,scaled_pos) * base2;
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vec3 lookup_pos = scaled_pos - light_vec * dot(light_vec, scaled_pos);
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vec3 lookup_vec = normalize(normalize(light_vec) + lookup_pos);
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vec4 opacity = textureCube(cube_texture, lookup_vec);
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vec4 diffuse = diffuse_term;
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NdotL = dot(n, lightDir);
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//NdotL = dot(n, (gl_ModelViewMatrix * vec4 (light_vec,0.0)).xyz);
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if (NdotL > 0.0) {
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float shadowmap = 1.0;
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if (shadow_mapping_enabled) {
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shadowmap = getShadowing();
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}
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diffuse.rgb += 2.0 * diffuse.rgb * (1.0 - opacity.a);
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color += diffuse * NdotL * opacity * shadowmap;
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* light_specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess)
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* shadowmap);
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}
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color.a = diffuse.a;
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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//color = clamp(color, 0.0, 1.0);
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vec3 secondary_light = vec3 (0.0,0.0,0.0);
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if (use_flashlight == 1)
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{
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secondary_light.rgb += flashlight(light_filter_one, light_radius);
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}
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if (use_flashlight == 2)
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{
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secondary_light.rgb += flashlight(light_filter_two, light_radius);
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}
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float dist = length(relPos);
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color.rgb += secondary_light * light_distance_fading(dist);
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texel = texture2D(texture, gl_TexCoord[0].st);
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fragColor = color * texel + specular;
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fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
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// implicit lightmap - the user gets to select
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if (implicit_lightmap_enabled == 1)
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{
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float cdiff = (length(texel.rgb - tag_color));
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float enhance = 1.0 - smoothstep(threshold_low, threshold_high, cdiff);
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fragColor.rgb = fragColor.rgb + enhance * emit_color * emit_intensity;
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}
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fragColor.rgb = filter_combined(fragColor.rgb);
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gl_FragColor = fragColor;
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}
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