2014-10-03 10:49:38 +00:00
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// -*-C++-*-
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2016-08-03 07:59:29 +00:00
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#version 120
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2014-12-11 11:02:40 +00:00
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uniform float air_pollution;
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2022-01-18 21:13:29 +00:00
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uniform int quality_level;
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uniform float fogstructure;
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uniform float cloud_self_shading;
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uniform float scattering;
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uniform float terminator;
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uniform float terrain_alt;
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uniform float overcast;
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uniform float eye_alt;
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const float terminator_width = 200000.0;
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const float EarthRadius = 5800000.0;
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varying vec3 relPos;
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varying vec4 light_diffuse_comp;
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varying vec3 normal;
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varying vec3 worldPos;
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float Noise2D(in vec2 coord, in float wavelength);
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vec3 filter_combined (in vec3 color) ;
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float Noise3D(in vec3 coord, in float wavelength);
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2014-10-03 10:49:38 +00:00
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const float AtmosphericScaleHeight = 8500.0;
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2022-01-18 21:13:29 +00:00
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// Development tools:
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// Reduce haze to almost zero, while preserving lighting. Useful for observing distant tiles.
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// Keeps the calculation overhead. This can be used for profiling.
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// Possible values: 0:Normal, 1:Reduced haze.
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const int reduce_haze_without_removing_calculation_overhead = 0;
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// standard ALS fog function with exp(-d/D) fading and cutoff at low altitude and exp(-d^2/D^2) at high altitude
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2014-10-03 10:49:38 +00:00
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float fog_func (in float targ, in float alt)
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{
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float fade_mix;
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2014-10-03 10:49:38 +00:00
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2022-01-18 21:13:29 +00:00
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targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
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2014-10-03 10:49:38 +00:00
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2022-01-18 21:13:29 +00:00
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// for large altitude > 30 km, we switch to some component of quadratic distance fading to
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// create the illusion of improved visibility range
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2014-10-03 10:49:38 +00:00
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2022-01-18 21:13:29 +00:00
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if (alt < 30000.0) {
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return exp(-targ - targ * targ * targ * targ);
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} else if (alt < 50000.0) {
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fade_mix = (alt - 30000.0)/20000.0;
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return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
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} else {
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return exp(- targ * targ - pow(targ,4.0));
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}
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2014-10-03 10:49:38 +00:00
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}
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// altitude correction for exponential drop in atmosphere density
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float alt_factor(in float eye_alt, in float vertex_alt)
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{
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float h0 = AtmosphericScaleHeight;
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float h1 = min(eye_alt,vertex_alt);
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float h2 = max(eye_alt,vertex_alt);
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if ((h2-h1) < 200.0) // use a Taylor-expanded version
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{
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return 0.5 * (exp(-h2/h0) + exp(-h1/h0));
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} else {
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return h0/(h2-h1) * (exp(-h1/h0) - exp(-h2/h0));
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}
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2014-10-03 10:49:38 +00:00
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}
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// Rayleigh in-scatter function
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float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt)
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{
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float fade_length = avisibility * (2.5 - 2.2 * sqrt(air_pollution));
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fade_length = fade_length / alt_factor(eye_alt, vertex_alt);
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return 1.0-exp(-dist/max(15000.0,fade_length));
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2014-10-03 10:49:38 +00:00
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}
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// Rayleigh out-scattering color shift
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vec3 rayleigh_out_shift(in vec3 color, in float outscatter)
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{
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color.r = color.r * (1.0 - 0.4 * outscatter);
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color.g = color.g * (1.0 - 0.8 * outscatter);
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color.b = color.b * (1.0 - 1.6 * outscatter);
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return color;
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2014-10-03 10:49:38 +00:00
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}
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2014-12-11 11:02:40 +00:00
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// the generalized logistic function used to compute lightcurves
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float light_curve (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x > 30.0) { return e; }
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if (x < -15.0) { return 0.0; }
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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2014-12-11 11:02:40 +00:00
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}
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// the haze color function
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vec3 get_hazeColor(in float lightArg)
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{
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vec3 hazeColor;
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hazeColor.r = light_curve(lightArg, 8.305e-06, 0.161, 4.827-3.0 *air_pollution, 3.04e-05, 1.0);
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hazeColor.g = light_curve(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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hazeColor.b = light_curve(lightArg, 1.330e-05, 0.264, 1.527+ 2.0*air_pollution, 1.08e-05, 1.0);
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return hazeColor;
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2014-12-11 11:02:40 +00:00
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}
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// Apply the ALS haze model to a given fragment
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vec4 applyHaze(inout vec4 fragColor,
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inout vec3 hazeColor,
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in vec3 secondary_light,
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in float ct,
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in float hazeLayerAltitude,
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in float visibility,
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in float avisibility,
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in float dist,
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in float lightArg,
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in float mie_angle)
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{
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float mvisibility = min(visibility,avisibility);
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if (dist > 0.04 * mvisibility)
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{
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float transmission;
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float vAltitude;
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float delta_zv;
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float H;
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float distance_in_layer;
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float transmission_arg;
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float intensity;
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float eShade;
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float delta_z = hazeLayerAltitude - eye_alt;
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float effective_scattering = min(scattering, cloud_self_shading);
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float yprime_alt = light_diffuse_comp.a;
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 n = normal;
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n = normalize(n);
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// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
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if (delta_z > 0.0) { // we're inside the layer
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if (ct < 0.0) { // we look down
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distance_in_layer = dist;
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vAltitude = min(distance_in_layer,mvisibility) * ct;
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delta_zv = delta_z - vAltitude;
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} else {
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// we may look through upper layer edge
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H = dist * ct;
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if (H > delta_z) {
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distance_in_layer = dist/H * delta_z;
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} else {
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distance_in_layer = dist;
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}
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vAltitude = min(distance_in_layer,visibility) * ct;
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delta_zv = delta_z - vAltitude;
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}
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} else { // we see the layer from above, delta_z < 0.0
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H = dist * -ct;
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if (H < (-delta_z)) { // we don't see into the layer at all, aloft visibility is the only fading
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distance_in_layer = 0.0;
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delta_zv = 0.0;
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} else {
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vAltitude = H + delta_z;
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distance_in_layer = vAltitude/H * dist;
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vAltitude = min(distance_in_layer,visibility) * (-ct);
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delta_zv = vAltitude;
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}
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}
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if ((quality_level > 4) && (abs(delta_z) < 400.0)) {
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float blur_thickness = 50.0;
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float cphi = dot(vec3(0.0, 1.0, 0.0), relPos)/dist;
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float ctlayer = delta_z/dist-0.01 + 0.02 * Noise2D(vec2(cphi,1.0),0.1) -0.01;
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float ctblur = 0.035 ;
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float blur_dist;
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blur_dist = dist * (1.0-smoothstep(0.0,300.0,-delta_z)) * smoothstep(-400.0,-200.0, -delta_z);
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blur_dist = blur_dist * smoothstep(ctlayer-4.0*ctblur, ctlayer-ctblur, ct) * (1.0-smoothstep(ctlayer+0.5*ctblur, ctlayer+ctblur, ct));
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distance_in_layer = max(distance_in_layer, blur_dist);
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}
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// ground haze cannot be thinner than aloft visibility in the model,
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// so we need to use aloft visibility otherwise
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transmission_arg = (dist-distance_in_layer)/avisibility;
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float eqColorFactor;
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if (quality_level > 3) {
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float noise_1500m = Noise3D(worldPos.xyz, 1500.0);
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float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
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transmission_arg = transmission_arg + (distance_in_layer/(1.0 * mvisibility + 1.0 * mvisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
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} else {
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transmission_arg = transmission_arg + (distance_in_layer/mvisibility);
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}
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// this combines the Weber-Fechner intensity
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eqColorFactor = 1.0 - 0.1 * delta_zv/mvisibility - (1.0 - effective_scattering);
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transmission = fog_func(transmission_arg, eye_alt);
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// there's always residual intensity, we should never be driven to zero
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if (eqColorFactor < 0.2) eqColorFactor = 0.2;
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// now dim the light for haze
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eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
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// Mie-like factor
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if (lightArg < 10.0) {
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intensity = length(hazeColor);
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float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
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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)) );
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}
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intensity = length(hazeColor);
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if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
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{
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// high altitude desaturation of the haze color
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hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, eye_alt)));
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// blue hue of haze
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hazeColor.x = hazeColor.x * 0.83;
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hazeColor.y = hazeColor.y * 0.9;
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// additional blue in indirect light
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float fade_out = max(0.65 - 0.3 *overcast, 0.45);
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intensity = length(hazeColor);
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hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
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// change haze color to blue hue for strong fogging
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hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
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// reduce haze intensity when looking at shaded surfaces, only in terminator region
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float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
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hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
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}
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// don't let the light fade out too rapidly
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lightArg = (terminator + 200000.0)/100000.0;
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float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
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vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
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hazeColor.rgb *= eqColorFactor * eShade;
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hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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// Testing phase controls
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if (reduce_haze_without_removing_calculation_overhead == 1)
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{
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transmission = 1.0 - (transmission/1000000.0);
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}
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// finally, mix fog in
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if (quality_level > 4) {
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float backscatter = 0.5* min(1.0,10000.0/(mvisibility*mvisibility));
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fragColor.rgb = mix(hazeColor+secondary_light * backscatter , fragColor.rgb,transmission);
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} else {
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fragColor.rgb = mix(clamp(hazeColor,0.0,1.0) , clamp(fragColor.rgb,0.0,1.0),transmission);
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}
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} // end if (dist > 0.04 * mvisibility)
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fragColor.rgb = filter_combined(fragColor.rgb);
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return fragColor;
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}
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