easy-osm2city-podman/full/fgdata/Shaders/ws30-water-ALS.frag

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// WS30 FRAGMENT SHADER
// -*-C++-*-
#version 130
#extension GL_EXT_texture_array : enable
// written by Thorsten Renk, Oct 2011, based on default.frag
//////////////////////////////////////////////////////////////////
// TEST PHASE TOGGLES AND CONTROLS
//
// Development tools:
// Reduce haze to almost zero, while preserving lighting. Useful for observing distant tiles.
// Keeps the calculation overhead. This can be used for profiling.
// Possible values: 0:Normal, 1:Reduced haze.
const int reduce_haze_without_removing_calculation_overhead = 0;
// Remove haze and lighting and shows just the texture.
// Useful for checking texture rendering and scenery.
// The compiler will likely optimise out the haze and lighting calculations.
// Possible values: 0:Normal, 1:Just the texture.
const int remove_haze_and_lighting = 0;
// Use built-in water shader. Use for testing impact of ws30-water.frag
const int water_shader = 1;
//
// End of test phase controls
//////////////////////////////////////////////////////////////////
// Ambient term comes in gl_Color.rgb.
varying vec4 light_diffuse_comp;
varying vec3 normal;
varying vec3 relPos;
varying vec2 ground_tex_coord;
uniform sampler2D landclass;
uniform sampler2DArray textureArray;
varying float yprime_alt;
varying float mie_angle;
varying vec4 ecPosition;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
uniform float eye_alt;
uniform float cloud_self_shading;
// Passed from VPBTechnique, not the Effect
// Passed from VPBTechnique, not the Effect
uniform float fg_tileWidth;
uniform float fg_tileHeight;
uniform bool fg_photoScenery;
uniform vec4 fg_dimensionsArray[128];
uniform vec4 fg_ambientArray[128];
uniform vec4 fg_diffuseArray[128];
uniform vec4 fg_specularArray[128];
uniform vec4 fg_textureLookup1[128];
uniform vec4 fg_textureLookup2[128];
uniform vec4 fg_materialParams3[128];
#define MAX_TEXTURES 8
uniform mat4 fg_zUpTransform;
uniform vec3 fg_modelOffset;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float fog_func (in float targ, in float alt);
vec3 get_hazeColor(in float light_arg);
vec3 filter_combined (in vec3 color) ;
float shadow_func (in float x, in float y, in float noise, in float dist);
float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
float Noise2D(in vec2 coord, in float wavelength);
float Noise3D(in vec3 coord, in float wavelength);
float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness);
float Strata3D(in vec3 coord, in float wavelength, in float variation);
float fog_func (in float targ, in float alt);
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
float alt_factor(in float eye_alt, in float vertex_alt);
float light_distance_fading(in float dist);
float fog_backscatter(in float avisibility);
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
vec3 get_hazeColor(in float light_arg);
vec3 searchlight();
vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
vec4 generateWaterTexel();
// Not used
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
}
//////////////////////////
// Test-phase code:
// These should be sent as uniforms
// Tile dimensions in meters
// vec2 tile_size = vec2(tile_width , tile_height);
// Testing: texture coords are sent flipped right now:
// Note tile_size is defined in the shader include: ws30-landclass-search-functions.frag.
// vec2 tile_size = vec2(tile_height , tile_width);
// From noise.frag
float rand2D(in vec2 co);
// Create random landclasses without a texture lookup to stress test.
// Each square of square_size in m is assigned a random landclass value.
int get_random_landclass(in vec2 co, in vec2 tile_size);
// End Test-phase code
////////////////////////
// These functions, and other function they depend on, are defined
// in ws30-ALS-landclass-search.frag.
// Lookup a ground texture at a point based on the landclass at that point, without visible
// seams at coordinate discontinuities or at landclass boundaries where texture are switched.
// The partial derivatives of the tile_coord at the fragment is needed to adjust for
// the stretching of different textures, so that the correct mip-map level is looked
// up and there are no seams.
// Texture types: 0: base texture, 1: grain texture, 2: gradient texture, 3 dot texture,
// 4: mix texture, 5: detail texture.
vec4 lookup_ground_texture_array(in int texture_type, in vec2 ground_texture_coord, in int landclass_id,
in vec4 dFdx_and_dFdy);
// Look up the landclass id [0 .. 255] for this particular fragment.
// Lookup id of any neighbouring landclass that is within the search distance.
// Searches are performed in upto 4 directions right now, but only one landclass is looked up
// Create a mix factor werighting the influences of nearby landclasses
void get_landclass_id(in vec2 tile_coord, in vec4 dFdx_and_dFdy,
out int landclass_id, out ivec4 neighbor_landclass_ids,
out int num_unique_neighbors,out vec4 mix_factor
);
// Look up the texel of the specified texture type (e.g. grain or detail textures) for this fragment
// and any neighbor texels, then mix.
vec4 get_mixed_texel(in int texture_type, in vec2 g_texture_coord,
in int landclass_id, in int num_unique_neighbors,
in ivec4 neighbor_texel_landclass_ids, in vec4 neighbor_mix_factors,
in vec4 dFdx_and_dFdy
);
// Determine the texel and material parameters for a particular fragment,
// Taking into account photoscenery etc.
void get_material(in int landclass,
in vec2 ground_tex_coord,
in vec4 dxdy_gc,
out float mat_shininess,
out vec4 mat_ambient,
out vec4 mat_diffuse,
out vec4 mat_specular,
out vec4 dxdy,
out vec2 st
);
// Apply the ALS haze model to a specific fragment
vec4 applyHaze(inout vec4 fragColor,
inout vec3 hazeColor,
in vec3 secondary_light,
in float ct,
in float hazeLayerAltitude,
in float visibility,
in float avisibility,
in float dist,
in float lightArg,
in float mie_angle);
// Procedurally generate a water texel for this fragment
vec4 generateWaterTexel();
void main()
{
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
// this is taken from default.frag
float NdotL, NdotHV, fogFactor;
vec3 n = normalize(normal);
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 texel;
vec4 fragColor;
vec4 specular = vec4(0.0);
float intensity;
// Material/texel properties
float mat_shininess;
vec2 st;
vec4 mat_ambient, mat_diffuse, mat_specular, dxdy;
// This is a water fragment, so calculate the fragment color procedurally
fragColor = generateWaterTexel();
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, fragColor.rgb);
// angle with horizon
float dist = length(relPos);
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor = get_hazeColor(lightArg);
gl_FragColor = applyHaze(fragColor, hazeColor, vec3(0.0), ct, hazeLayerAltitude, visibility, avisibility, dist, lightArg, mie_angle);
// Testing phase controls:
if (remove_haze_and_lighting == 1)
{
gl_FragColor = texel;
}
}