2021-01-23 17:15:12 +00:00
|
|
|
// WS30 FRAGMENT SHADER
|
|
|
|
|
|
|
|
// -*-C++-*-
|
|
|
|
#version 130
|
|
|
|
#extension GL_EXT_texture_array : enable
|
|
|
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
//
|
|
|
|
// End of test phase controls
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2021-01-23 17:15:12 +00:00
|
|
|
// Ambient term comes in gl_Color.rgb.
|
WS30 : terrain shaders from vs
Squashed commit of the following:
commit e7c89ffb600d1bf5cee2936b7dbff31089452745
Author: vs <vs2009@mail.com>
Date: Fri Nov 5 23:44:35 2021 +1000
WS30 shaders:
- WS30-ALS and WS30-ALS-ultra fargment and vertex shaders: Fix NDotL being used before it is initialised. Rename varying diffuse_term from WS2 terrain shaders to light_diffuse_comp as the full diffuse term is not calculated until the fragment shader.
- WS30-ALS-ultra.frag: Enable haze and lighting by default.
commit 9b55ad051a8d7f3568dfdcd6890655942999e8d0
Author: vs <vs2009@mail.com>
Date: Wed Nov 3 22:50:29 2021 +1000
WS30 terrain shaders: ws30-ALS-ultra.frag
- For power users looking to profile transitions on different GPUs: The test phase toggles and settings for different transition options are available at the start of ws30-ALS-ultra.frag, along with explanations, and how to get accurate profile results on different GPUs. Just need to change a few numbers, save, and debug menu > configure dev extensions > reload shaders to activate.
- Note: at a minimum, small scale transitions to remove the 'squareness' due to the landclass texture need to be used even on old GPUs.
- All transition options are off by default. ws30-ALS-ultra.frag is active when the terrain quality slider is set to Ultra. Start by turning one of small or large scale transitions.
- Texture mixing for small and large scale transitions don't work together, to reduce texture lookups. Turn one off when using the other.
- Landclasses with contrasting colours make transition issues more visble. The driver control panel texture filtering settings reduces issues with seams at landclass borders.
- ws30-ALS.frag is left untouched in this commit, for comparison and reviewing. ws30-ALS.frag is active when terrain quality slider is set High to Low.
Changes:
- Implement large scale transitions and small scale de-pixelisation of landclasses by searching the landclass texture. Several options and quality levels are available for profiling on different GPUs.
- There are fixes for multiple issues dealing with texture rendering.
Changelog:
1.0 - Small-scale transitions:
-- a) Remove squareness due to landclass texture by growing neighbour landclasses onto others depending on a growth priority. This feature uses 2 landclass texture lookups, 1 noise lookup, and only 1 ground texture lookup per point. For now the growth priority is simply the landclass id number. If this approach is used, growth priority would be a materials parameter. A way to set default growth priority by landclass via an xml file would be needed. There is flickering noise at long ranges due to small scale detail in the noise function used for growing landclasses. Partial derivative are used to turn off the feature, but turning off the feature too quickly still shows some square ness in distant landclasses.
-- b) Reduce squareness due to landclass texture by mixing base textures of neighbouring landclasses. This is not perfect, as perfectly square shapes turn into perfectly square shapes with perfectly smudged edges. This uses 2 landclass texture lookups, and 2-3 ground texture lookups.
-- c) - a) and b) can be run at once. This option will also fade the growths gradually with distance. This uses 2 landclass texture lookups, 1 noise lookup, and 2-3 ground texture lookups.
2.0 - Large scale transitions:
-- a) Implemented by searching the landclass texture. The search pattern is current landlcass for the fragment at the center, and n search points in four directions along the s and t axes forming a cross. The search directions are configurable in the code, adn a minimum of 3 directions are needed. The step size is configurable. The fewer the steps, the larger the bands formed in the transitions. There are 1+4*n landclass lookups per n search points. e.g. 1 search point: 5 lookups, 4 search points:17 lookups, 10 search points: 41 lookups.
-- b) An option to dither the transition bands by adding mixing noise is availble. This breaks up the visual impact of bands.
-- c) There is some functionality to grow neighbours on a large scale. No growth priority is used - bothe neighbours will lose definition. A more advanced implementation can use several material parameters to define the nature of the transition: some transitions are very sharp in nature like with agriculture, other transitions can be very gradual, some transitions are patchy. Materials can have competing parameters, to determine which neighbour grows or has a shorter transition on one side. These parameters will need a way of specifying defaults by landclass.
3.0 - Fixes
-- a) - Fix seams at landclass borders. These are caused by different ground textures being stretched by different amounts. At the border, an incorrect mip-map level is looked up, causing a colour disontinuity in addition to the difference between landclasses. The reason the mip-map LoD is incorrect is because GPUs use 4 neighbouring pixels to figure out how fast texture coordinates change with respect to screenspace x and y (i.e. partial derivaitves), and use that information to pick a mip-map level. At a landlcass border, this calculation is incorrect.
-- b) Fix seams at borders caused by the current detiling function. This is due to the detiling function changing the amount textures are stretched, as well as messing with coordinates.
-- c) The solution to a) and b) is to use textureGrad() to lookup textures. It allows specifying partial derivatives. The partial derivatives for the normal texture coordinates are obtained by built-in funcions, and these need to be multiplied by each stretching factor, including different stretching inside conditionals. All future texture lookups that use custom coordinate scaling/manipulation need to use textureGrad. This fixes various signs of incorrect mip-map lod with distance and view angle (textures look stable/solid).
-- d) Fix ground textures being stretched out of proportion in the detiling function. This is caused by tile dimensions not being unequal and texture stretching.
2021-11-05 19:59:32 +00:00
|
|
|
varying vec4 light_diffuse_comp;
|
2021-01-23 17:15:12 +00:00
|
|
|
varying vec3 normal;
|
|
|
|
varying vec3 relPos;
|
|
|
|
|
|
|
|
uniform sampler2D landclass;
|
2021-10-21 20:31:03 +00:00
|
|
|
uniform sampler2DArray textureArray;
|
2021-01-23 17:15:12 +00:00
|
|
|
|
|
|
|
varying float yprime_alt;
|
|
|
|
varying float mie_angle;
|
2021-08-21 16:15:15 +00:00
|
|
|
varying vec4 ecPosition;
|
2021-01-23 17:15:12 +00:00
|
|
|
|
|
|
|
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
|
2021-11-28 19:31:07 +00:00
|
|
|
// 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];
|
|
|
|
#define MAX_TEXTURES 8
|
|
|
|
uniform mat4 fg_zUpTransform;
|
|
|
|
uniform vec3 fg_modelOffset;
|
2021-01-23 17:15:12 +00:00
|
|
|
|
|
|
|
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) ;
|
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
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) ;
|
|
|
|
|
2021-01-23 17:15:12 +00:00
|
|
|
float getShadowing();
|
2021-08-21 16:15:15 +00:00
|
|
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
2021-01-23 17:15:12 +00:00
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
// Not used
|
2021-01-23 17:15:12 +00:00
|
|
|
float luminance(vec3 color)
|
|
|
|
{
|
|
|
|
return dot(vec3(0.212671, 0.715160, 0.072169), color);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
//////////////////////////
|
2021-10-21 20:31:03 +00:00
|
|
|
// Test-phase code:
|
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
|
|
|
|
// 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
|
2021-10-21 20:31:03 +00:00
|
|
|
float rand2D(in vec2 co);
|
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
// These functions, and other function they depend on, are defined
|
|
|
|
// in ws30-ALS-landclass-search.frag.
|
|
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
|
|
|
|
|
|
|
// 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.
|
|
|
|
|
2021-11-10 22:58:44 +00:00
|
|
|
vec4 lookup_ground_texture_array(in vec2 tile_coord, in int landclass_id, in vec2 dx, in vec2 dy);
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
|
|
|
|
|
|
|
|
// 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,
|
|
|
|
const in float landclass_texel_size_m, in vec2 dx, in vec2 dy,
|
|
|
|
out int landclass_id, out ivec4 neighbor_landclass_ids,
|
|
|
|
out int num_unique_neighbors,out vec4 mix_factor
|
|
|
|
);
|
|
|
|
|
2021-10-21 20:31:03 +00:00
|
|
|
|
|
|
|
// End Test-phase code
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
////////////////////////
|
2021-10-21 20:31:03 +00:00
|
|
|
|
2021-01-23 17:15:12 +00:00
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
|
|
|
|
|
|
|
|
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
|
|
|
// this is taken from default.frag
|
|
|
|
vec3 n;
|
|
|
|
float NdotL, NdotHV, fogFactor;
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Oct 27 2021:
|
|
|
|
// Geometry is in the form of roughly rectangular 'tiles'
|
|
|
|
// with a mesh forming a grid with regular spacing.
|
|
|
|
// Each vertex in the mesh is given an elevation
|
|
|
|
|
|
|
|
// Tile dimensions in m
|
|
|
|
// Testing: created from two float uniforms in global scope. Should be sent as a vec2
|
|
|
|
// vec2 tile_size
|
|
|
|
|
|
|
|
// Tile texture coordinates range [0..1] over the tile 'rectangle'
|
|
|
|
vec2 tile_coord = gl_TexCoord[0].st;
|
|
|
|
|
|
|
|
// Test phase: Constants and toggles for transitions between landlcasses are defined at
|
|
|
|
// the top of this file.
|
|
|
|
|
|
|
|
// Look up the landclass id [0 .. 255] for this particular fragment
|
|
|
|
// and any neighbouring landclass that is close.
|
|
|
|
// Each tile has 1 texture containing landclass ids stetched over it.
|
|
|
|
|
|
|
|
// Landclass for current fragment, and up-to 4 neighboring landclasses - 2 used currently
|
|
|
|
int lc;
|
|
|
|
ivec4 lc_n;
|
|
|
|
|
|
|
|
int num_unique_neighbors = 0;
|
|
|
|
|
|
|
|
// Mix factor of base textures for 2 neighbour landclass(es)
|
|
|
|
vec4 mfact;
|
|
|
|
|
|
|
|
|
|
|
|
const float landclass_texel_size_m = 25.0;
|
|
|
|
|
|
|
|
// Partial derivatives of s and t for this fragment,
|
|
|
|
// with respect to window (screen space) x and y axes.
|
|
|
|
// Used to pick mipmap LoD levels, and turn off unneeded procedural detail
|
|
|
|
vec2 dx = dFdx(tile_coord);
|
|
|
|
vec2 dy = dFdy(tile_coord);
|
|
|
|
|
|
|
|
get_landclass_id(tile_coord, landclass_texel_size_m, dx, dy,
|
|
|
|
lc, lc_n, num_unique_neighbors, mfact);
|
|
|
|
|
|
|
|
// The landclass id is used to index into arrays containing
|
|
|
|
// material parameters and textures for the landclass as
|
|
|
|
// defined in the regional definitions
|
|
|
|
float index = float(lc)/512.0;
|
|
|
|
vec4 index_n = vec4(lc_n)/512.0;
|
|
|
|
|
2021-11-10 22:58:44 +00:00
|
|
|
// Material properties.
|
|
|
|
vec4 mat_diffuse, mat_ambient, mat_specular;
|
|
|
|
float mat_shininess;
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
|
2021-11-28 19:31:07 +00:00
|
|
|
if (fg_photoScenery) {
|
2021-11-10 22:58:44 +00:00
|
|
|
mat_ambient = vec4(1.0,1.0,1.0,1.0);
|
|
|
|
mat_diffuse = vec4(1.0,1.0,1.0,1.0);
|
|
|
|
mat_specular = vec4(0.1, 0.1, 0.1, 1.0);
|
|
|
|
mat_shininess = 1.2;
|
|
|
|
|
|
|
|
texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
|
|
|
|
} else {
|
|
|
|
// Color Mode is always AMBIENT_AND_DIFFUSE, which means
|
|
|
|
// using a base colour of white for ambient/diffuse,
|
|
|
|
// rather than the material color from ambientArray/diffuseArray.
|
|
|
|
mat_ambient = vec4(1.0,1.0,1.0,1.0);
|
|
|
|
mat_diffuse = vec4(1.0,1.0,1.0,1.0);
|
2021-11-28 19:31:07 +00:00
|
|
|
mat_specular = fg_specularArray[lc];
|
|
|
|
mat_shininess = fg_dimensionsArray[lc].z;
|
2021-11-10 22:58:44 +00:00
|
|
|
|
|
|
|
// Look up ground textures by indexing into the texture array.
|
|
|
|
// Different textures are stretched along the ground to different
|
|
|
|
// lengths along each axes as set by <xsize> and <ysize>
|
|
|
|
// regional definitions parameters
|
|
|
|
|
|
|
|
// Look up texture coordinates and scale of ground textures
|
|
|
|
// Landclass for this fragment
|
|
|
|
texel = lookup_ground_texture_array(tile_coord, lc, dx, dy);
|
|
|
|
|
|
|
|
// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
|
|
|
|
if (num_unique_neighbors != 0)
|
|
|
|
{
|
|
|
|
// Closest neighbor landclass
|
|
|
|
vec4 texel_closest = lookup_ground_texture_array(tile_coord, lc_n[0], dx, dy);
|
|
|
|
|
|
|
|
// Neighbor contributions
|
|
|
|
vec4 texel_nc=texel_closest;
|
|
|
|
|
|
|
|
if (num_unique_neighbors > 1)
|
|
|
|
{
|
|
|
|
// 2nd Closest neighbor landclass
|
|
|
|
vec4 texel_2nd_closest = lookup_ground_texture_array(tile_coord, lc_n[1],
|
|
|
|
dx, dy);
|
|
|
|
|
|
|
|
texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
texel = mix(texel, texel_nc, mfact[0]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
vec4 color = mat_ambient * (gl_LightModel.ambient + gl_LightSource[0].ambient);
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
|
|
|
|
// Testing code:
|
|
|
|
// Use rlc even when looking up textures to recreate the extra performance hit
|
|
|
|
// so any performance difference between the two is due to the texture lookup
|
|
|
|
// color = color+0.00001*float(get_random_landclass(tile_coord.st, tile_size));
|
|
|
|
|
|
|
|
float effective_scattering = min(scattering, cloud_self_shading);
|
|
|
|
|
|
|
|
vec4 light_specular = gl_LightSource[0].specular;
|
|
|
|
|
|
|
|
// If gl_Color.a == 0, this is a back-facing polygon and the
|
|
|
|
// normal should be reversed.
|
|
|
|
//n = (2.0 * gl_Color.a - 1.0) * normal;
|
|
|
|
n = normalize(normal);
|
|
|
|
|
|
|
|
|
|
|
|
NdotL = dot(n, lightDir);
|
|
|
|
vec4 diffuse_term = light_diffuse_comp * mat_diffuse;
|
|
|
|
if (NdotL > 0.0) {
|
|
|
|
float shadowmap = getShadowing();
|
|
|
|
vec4 diffuse_term = light_diffuse_comp * mat_diffuse;
|
|
|
|
color += diffuse_term * NdotL * shadowmap;
|
|
|
|
NdotHV = max(dot(n, halfVector), 0.0);
|
|
|
|
if (mat_shininess > 0.0)
|
|
|
|
specular.rgb = (mat_specular.rgb
|
|
|
|
* light_specular.rgb
|
|
|
|
* pow(NdotHV, gl_FrontMaterial.shininess)
|
|
|
|
* shadowmap);
|
|
|
|
}
|
|
|
|
color.a = diffuse_term.a;
|
|
|
|
// This shouldn't be necessary, but our lighting becomes very
|
|
|
|
// saturated. Clamping the color before modulating by the texture
|
|
|
|
// is closer to what the OpenGL fixed function pipeline does.
|
|
|
|
color = clamp(color, 0.0, 1.0);
|
|
|
|
|
|
|
|
|
|
|
|
// Testing code: mix with green to show values of variables at each point
|
|
|
|
//vec4 green = vec4(0.0, 0.5, 0.0, 0.0);
|
|
|
|
//texel = mix(texel, green, (mfact[2]));
|
|
|
|
|
|
|
|
|
|
|
|
fragColor = color * texel + specular;
|
|
|
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
|
|
|
|
|
|
|
// here comes the terrain haze model
|
|
|
|
float delta_z = hazeLayerAltitude - eye_alt;
|
|
|
|
float dist = length(relPos);
|
|
|
|
|
|
|
|
float mvisibility = min(visibility,avisibility);
|
|
|
|
|
|
|
|
if (dist > 0.04 * mvisibility)
|
|
|
|
{
|
|
|
|
|
|
|
|
alt = eye_alt;
|
|
|
|
|
|
|
|
float transmission;
|
|
|
|
float vAltitude;
|
|
|
|
float delta_zv;
|
|
|
|
float H;
|
|
|
|
float distance_in_layer;
|
|
|
|
float transmission_arg;
|
|
|
|
|
|
|
|
// angle with horizon
|
|
|
|
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
|
|
|
|
|
|
|
|
|
|
|
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
|
|
|
if (delta_z > 0.0) // we're inside the layer
|
|
|
|
{
|
|
|
|
if (ct < 0.0) // we look down
|
|
|
|
{
|
|
|
|
distance_in_layer = dist;
|
|
|
|
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
|
|
|
delta_zv = delta_z - vAltitude;
|
2021-01-23 17:15:12 +00:00
|
|
|
}
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
else // we may look through upper layer edge
|
|
|
|
{
|
|
|
|
H = dist * ct;
|
|
|
|
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
|
|
|
else {distance_in_layer = dist;}
|
|
|
|
vAltitude = min(distance_in_layer,visibility) * ct;
|
|
|
|
delta_zv = delta_z - vAltitude;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // we see the layer from above, delta_z < 0.0
|
|
|
|
{
|
|
|
|
H = dist * -ct;
|
|
|
|
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
|
|
|
{
|
|
|
|
distance_in_layer = 0.0;
|
|
|
|
delta_zv = 0.0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vAltitude = H + delta_z;
|
|
|
|
distance_in_layer = vAltitude/H * dist;
|
|
|
|
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
|
|
|
delta_zv = vAltitude;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ground haze cannot be thinner than aloft visibility in the model,
|
|
|
|
// so we need to use aloft visibility otherwise
|
|
|
|
transmission_arg = (dist-distance_in_layer)/avisibility;
|
|
|
|
|
|
|
|
float eqColorFactor;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (visibility < avisibility)
|
|
|
|
{
|
|
|
|
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
|
|
|
// this combines the Weber-Fechner intensity
|
|
|
|
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
|
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
|
|
|
// this combines the Weber-Fechner intensity
|
|
|
|
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
|
|
|
|
}
|
|
|
|
|
|
|
|
transmission = fog_func(transmission_arg, alt);
|
|
|
|
|
|
|
|
// there's always residual intensity, we should never be driven to zero
|
|
|
|
if (eqColorFactor < 0.2) {eqColorFactor = 0.2;}
|
|
|
|
|
|
|
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
|
|
|
vec3 hazeColor = get_hazeColor(lightArg);
|
|
|
|
|
|
|
|
// now dim the light for haze
|
|
|
|
eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
|
|
|
|
|
|
|
|
// Mie-like factor
|
|
|
|
if (lightArg < 10.0)
|
|
|
|
{intensity = length(hazeColor);
|
|
|
|
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
|
|
|
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// high altitude desaturation of the haze color
|
2021-01-23 17:15:12 +00:00
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
intensity = length(hazeColor);
|
|
|
|
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
2021-01-23 17:15:12 +00:00
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
// blue hue of haze
|
2021-01-23 17:15:12 +00:00
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
hazeColor.x = hazeColor.x * 0.83;
|
|
|
|
hazeColor.y = hazeColor.y * 0.9;
|
2021-01-23 17:15:12 +00:00
|
|
|
|
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
// additional blue in indirect light
|
|
|
|
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
|
|
|
intensity = length(hazeColor);
|
|
|
|
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
2021-01-23 17:15:12 +00:00
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
// change haze color to blue hue for strong fogging
|
|
|
|
//intensity = length(hazeColor);
|
|
|
|
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
|
2021-01-23 17:15:12 +00:00
|
|
|
|
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
2021-01-23 17:15:12 +00:00
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
|
|
|
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
2021-01-23 17:15:12 +00:00
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
// don't let the light fade out too rapidly
|
|
|
|
lightArg = (terminator + 200000.0)/100000.0;
|
|
|
|
float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
|
|
|
|
vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
|
|
|
|
hazeColor *= eqColorFactor * eShade;
|
|
|
|
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
2021-01-23 17:15:12 +00:00
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
// determine the right mix of transmission and haze
|
2021-01-23 17:15:12 +00:00
|
|
|
|
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
// Testing phase controls
|
|
|
|
if (reduce_haze_without_removing_calculation_overhead == 1)
|
|
|
|
{
|
|
|
|
transmission = 1.0 - (transmission/1000000.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
fragColor.rgb = mix(hazeColor, fragColor.rgb,transmission);
|
|
|
|
}
|
|
|
|
|
|
|
|
fragColor.rgb = filter_combined(fragColor.rgb);
|
|
|
|
|
|
|
|
gl_FragColor = fragColor;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Testing phase controls:
|
|
|
|
if (remove_haze_and_lighting == 1)
|
|
|
|
{
|
|
|
|
gl_FragColor = texel;
|
|
|
|
}
|
|
|
|
|
2021-01-23 17:15:12 +00:00
|
|
|
|
WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.
Shader selection based on terrain quality setting:
- Ultra - ws30-ALS-ultra frag/vert.
- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.
- Low - ws30-ALS frag/vert.
Changelog:
ws30-ALS vertex shaders:
- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.
ws30-ALS.frag:
- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.
ws30-ALS-ultra.frag and ws30-ALS-detailed.frag
- World pos is assigned a value to allow noise functions to compile.
- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.
- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.
Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
|
|
|
|
2021-01-23 17:15:12 +00:00
|
|
|
}
|