103 lines
2.7 KiB
GLSL
103 lines
2.7 KiB
GLSL
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// -*-C++-*-
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#version 120
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uniform int display_xsize;
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uniform int display_ysize;
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uniform float field_of_view;
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uniform float view_pitch_offset;
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uniform float view_heading_offset;
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float light_distance_fading(in float dist)
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{
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return min(1.0, 10000.0/(dist*dist));
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}
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float fog_backscatter(in float avisibility)
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{
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return 0.5* min(1.0,10000.0/(avisibility*avisibility));
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}
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vec3 searchlight()
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{
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vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
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float headlightIntensity;
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float lightRadius = (float(display_xsize) *9.16 /field_of_view);
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float angularDist = length(gl_FragCoord.xy -center);
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if (angularDist < lightRadius)
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{
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headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
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//headlightIntensity = headlightIntensity *
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//headlightIntensity*= clamp(1.0 + 0.15 * log(1000.0/(dist*dist)),0.0,1.0);
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return headlightIntensity * vec3 (0.5,0.5, 0.5);
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}
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else return vec3 (0.0,0.0,0.0);
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}
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vec3 flashlight(in vec3 color, in float radius)
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{
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vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
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float headlightIntensity;
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float lightRadius = (float(display_xsize) *radius /field_of_view);
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float angularDist = length(gl_FragCoord.xy -center);
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if (angularDist < lightRadius)
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{
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headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
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return headlightIntensity * color;
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}
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else return vec3 (0.0,0.0,0.0);
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}
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vec3 landing_light(in float offset, in float offsetv)
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{
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float fov_h = field_of_view;
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float fov_v = float(display_ysize)/float(display_xsize) * field_of_view;
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float yaw_offset;
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if (view_heading_offset > 180.0)
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{yaw_offset = -360.0+view_heading_offset;}
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else
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{yaw_offset = view_heading_offset;}
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float x_offset = (float(display_xsize) / fov_h * (yaw_offset + offset));
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float y_offset = -(float(display_ysize) / fov_v * (view_pitch_offset + offsetv));
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vec2 center = vec2 (float(display_xsize) * 0.5 + x_offset, float(display_ysize) * 0.4 + y_offset);
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float landingLightIntensity;
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float lightRadius = (float(display_xsize) *9.16 /field_of_view);
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float angularDist = length(gl_FragCoord.xy -center);
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if (angularDist < lightRadius)
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{
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landingLightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
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//landingLightIntensity *= min(1.0, 10000.0/(dist*dist));
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return landingLightIntensity * vec3 (0.5,0.5, 0.5);
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}
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else return vec3 (0.0,0.0,0.0);
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}
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vec3 addLights(in vec3 color1, in vec3 color2)
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{
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vec3 outcolor;
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outcolor.r = 0.14 * log(exp(color1.r/0.14) + exp(color2.r/0.14)-1.0);
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outcolor.g = 0.14 * log(exp(color1.g/0.14) + exp(color2.g/0.14)-1.0);
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outcolor.b = 0.14 * log(exp(color1.b/0.14) + exp(color2.b/0.14)-1.0);
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return outcolor;
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}
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