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fgdata/Shaders/filters-ALS.frag

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// -*-C++-*-
// This is a library of filter functions
// Thorsten Renk 2016
#version 120
uniform float gamma;
uniform float brightness;
uniform float delta_T;
uniform float osg_SimulationTime;
uniform float fact_grey;
uniform float fact_black;
uniform bool use_filtering;
uniform bool use_night_vision;
uniform bool use_IR_vision;
uniform int display_xsize;
uniform int display_ysize;
float rand2D(in vec2 co);
float Noise2D(in vec2 coord, in float wavelength);
vec3 gamma_correction (in vec3 color) {
float value = length(color)/1.732;
return pow(value, gamma) * color;
}
vec3 brightness_adjust (in vec3 color) {
return clamp(brightness * color, 0.0, 1.0);
}
vec3 night_vision (in vec3 color) {
float value = length(color)/1.732;
vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.5);
float noise = Noise2D( vec2 (gl_FragCoord.x + 100.0 * osg_SimulationTime, gl_FragCoord.y + 300.0 * osg_SimulationTime), 4.0);
float fade = 1.0 - smoothstep( 0.3 * display_ysize, 0.55 * display_ysize, length(gl_FragCoord.xy -center));
return vec3 (0.0, 1.0, 0.0) * value * (0.5 + 0.5 * noise) * fade;
}
vec3 IR_vision (in vec3 color) {
float value = length(color)/1.732;
value = 1.0 - value;
float T_mapped = smoothstep(-10.0, 10.0, delta_T);
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float gain = mix(T_mapped, value, 0.5);
//float gain = 0.2 * T_mapped + 0.8 * value * T_mapped;
if (delta_T < -10.0) {gain = 0.0;}
return vec3 (0.7, 0.7, 0.7) * gain;
}
vec3 moonlight_perception (in vec3 light) {
return light;
}
vec3 g_force (in vec3 color) {
vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.5);
float greyout_band_width = 0.2;
float blackout_band_width = 0.3;
float f_grey = 1.0 - fact_grey;
float greyout = smoothstep( f_grey * display_ysize, (f_grey + greyout_band_width) * display_ysize, length(gl_FragCoord.xy -center));
float tgt_brightness = (1.0 - 0.5 * greyout);
float noise = Noise2D( vec2 (gl_FragCoord.x + 100.0 * osg_SimulationTime,
gl_FragCoord.y + 300.0 * osg_SimulationTime), 8.0);
float f_black = 1.0 - fact_black;
noise *= (1.0 - smoothstep(0.0, 0.5, f_black));
color = mix(color, vec3 (1.0, 1.0, 1.0) * mix(length(color),
tgt_brightness, greyout) , 0.9* greyout + 0.6 * noise);
color *= tgt_brightness;
float blackout = 1.0 - smoothstep( f_black * display_ysize, (f_black + blackout_band_width) * display_ysize, length(gl_FragCoord.xy -center));
color *= blackout;
return color;
}
vec3 filter_combined (in vec3 color) {
// Apply some dithering to eliminate banding caused by rendering to a
// 32 bpp framebuffer
float dither_noise = rand2D(gl_FragCoord.xy);
color += mix(-0.5/255.0, 0.5/255.0, dither_noise);
if (use_filtering == false)
{
return color;
}
color = g_force(color);
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if (use_night_vision)
{
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color = brightness_adjust(color);
color = night_vision(color);
}
else if (use_IR_vision)
{
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float IR_brightness = min(1.0/(brightness+0.01), 5.0);
color = clamp(IR_brightness * color, 0.0, 1.0);
color = IR_vision(color);
}
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else
{
color = brightness_adjust(color);
}
return gamma_correction (color);
}