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WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
2021-10-21 20:31:03 +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 : 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
//////////////////////////////////////////////////////////////////
// TEST PHASE TOGGLES AND CONTROLS
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
//
// 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;
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
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Randomise texture lookups for 5 non-base textures e.g. mix_texture, detaile_texture etc.
// Each landclass is assigned 5 random textures from the ground texture array.
// This simulates a worst case possible texture lookup scenario, without needing access to material parameters.
// This does not simulate multiple texture sets, of which there may be up-to 4.
// The performance will likely be worse than in a real situation - there might be fewer textures
// for mix, detail and other textures. This might be easier on the GPUs texture caches.
// Possible values: 0: disabled (default),
// 1: enabled,
// 2: remove texture array lookups for 5 textures - only base texture + neighbour base textures
const int randomise_texture_lookups = 0;
// Use built-in water shader. Use for testing impact of ws30-water.frag
const int water_shader = 1;
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
//
// End of test phase controls
//////////////////////////////////////////////////////////////////
WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
2021-10-21 20:31:03 +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;
WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
2021-10-21 20:31:03 +00:00
varying vec3 normal;
varying vec3 relPos;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
varying vec2 ground_tex_coord;
varying vec3 worldPos;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
varying vec2 rawPos;
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
varying vec3 ecViewdir;
varying vec2 grad_dir;
varying vec4 ecPosition;
varying float steepness;
WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
2021-10-21 20:31:03 +00:00
uniform sampler2D landclass;
uniform sampler2DArray textureArray;
uniform sampler2D perlin;
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;
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
uniform float snowlevel;
uniform float dust_cover_factor;
uniform float lichen_cover_factor;
uniform float wetness;
uniform float fogstructure;
uniform float snow_thickness_factor;
WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
2021-10-21 20:31:03 +00:00
uniform float cloud_self_shading;
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
uniform float season;
uniform float air_pollution;
uniform float WindE;
uniform float WindN;
uniform float landing_light1_offset;
uniform float landing_light2_offset;
uniform float landing_light3_offset;
uniform float osg_SimulationTime;
uniform int wind_effects;
uniform int cloud_shadow_flag;
uniform int use_searchlight;
uniform int use_landing_light;
uniform int use_alt_landing_light;
// Testing code: Currently hardcoded to 2000, to allow noise functions to run while waiting for landclass lookup(s)
uniform int swatch_size; //in metres, typically 1000 or 2000
2021-11-09 20:27:23 +00:00
// Passed from VPBTechnique, not the Effect
uniform float fg_tileWidth;
uniform float fg_tileHeight;
uniform bool fg_photoScenery;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Material parameters, from material definitions and effect defaults, for each landclass.
// xsize and ysize
uniform vec4 fg_dimensionsArray[128];
// RGBA ambient color
uniform vec4 fg_ambientArray[128];
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// RGBA diffuse color
uniform vec4 fg_diffuseArray[128];
// RGBA specular color
uniform vec4 fg_specularArray[128];
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Indicies of textures in the ground texture array for different
// texture slots (grain, gradient, dot, mix, detail) for each landclass
uniform vec4 fg_textureLookup1[128];
uniform vec4 fg_textureLookup2[128];
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Each element of a vec4 contains a different materials parameter.
uniform vec4 fg_materialParams1[128];
uniform vec4 fg_materialParams2[128];
uniform vec4 fg_materialParams3[128];
uniform mat4 fg_zUpTransform;
uniform vec3 fg_modelOffset;
WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
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const float terminator_width = 200000.0;
float shadow_func (in float x, in float y, in float noise, in float dist);
float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
float Noise2D(in vec2 coord, in float wavelength);
float Noise3D(in vec3 coord, in float wavelength);
float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness);
float Strata3D(in vec3 coord, in float wavelength, in float variation);
float fog_func (in float targ, in float alt);
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
float alt_factor(in float eye_alt, in float vertex_alt);
float light_distance_fading(in float dist);
float fog_backscatter(in float avisibility);
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
vec3 get_hazeColor(in float light_arg);
vec3 searchlight();
vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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
// a fade function for procedural scales which are smaller than a pixel
float detail_fade (in float scale, in float angle, in float dist)
WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
2021-10-21 20:31:03 +00:00
{
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
float fade_dist = 2000.0 * scale * angle/max(pow(steepness,4.0), 0.1);
return 1.0 - smoothstep(0.5 * fade_dist, fade_dist, dist);
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
}
WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
2021-10-21 20:31:03 +00:00
//////////////////////////
// Test-phase code:
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
// These should be sent as uniforms
// Tile dimensions in meters
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// vec2 tile_size = vec2(fg_tileWidth , fg_tileHeight);
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
// Testing: texture coords are sent flipped right now:
// Note tile_size is defined in the shader include: ws30-landclass-search-functions.frag.
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
//vec2 tile_size = vec2(fg_tileHeight , fg_tileWidth);
// Uniform array lookup functions example:
// Access data[] as if it was a 1-d array of floats
// with data sorted as rows of data values for each row of texture variants
// using index for the relevant value
/*
float getFloatFromArrayData(int i)
{
int n = int(floor(float(i/4.0)));
vec4 v4 = someArray[n];
int index_within_v4 = int(mod(float(i),4.0));
float value = v4[index_within_v4];
return value;
}
vec4 getVec4FromArrayData(int i)
{
return (vec4(getFloatFromArrayData(i), getFloatFromArrayData(i+1), getFloatFromArrayData(i+2), getFloatFromArrayData(i+3)));
}
*/
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
// From noise.frag
WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
2021-10-21 20:31:03 +00:00
float rand2D(in vec2 co);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Generates a full precision 32 bit random number from 2 seeds
// as well as 6 random integers between 0 and factor that are rescaled 0.0-1.0
// by re-using the significant figures from the full precision number.
// This avoids having to generate 6 random numbers when
// limited variation is needed: say 6 numbers with 100 levels (i.e between 0 and 100).
// Seed 2 is incremented so the function can be called again to generate
// a different set of numbers
float get6_rand_nums(in float PRNGseed1,
inout float PRNGseed2, float factor, out float [6] random_integers
);
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
// 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);
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
// End Test-phase code
////////////////////////
// These functions, and other function they depend on, are defined
// in ws30-ALS-landclass-search.frag.
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
// 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.
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Texture types: 0: base texture, 1: grain texture, 2: gradient texture, 3 dot texture,
// 4: mix texture, 5: detail texture.
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
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
vec4 lookup_ground_texture_array(in int texture_type, in vec2 ground_texture_coord, in int landclass_id,
in vec4 dFdx_and_dFdy);
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
// 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
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
void get_landclass_id(in vec2 tile_coord, in vec4 dFdx_and_dFdy,
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
out int landclass_id, out ivec4 neighbor_landclass_ids,
out int num_unique_neighbors,out vec4 mix_factor
);
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
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Look up the texel of the specified texture type (e.g. grain or detail textures) for this fragment
// and any neighbor texels, then mix.
vec4 get_mixed_texel(in int texture_type, in vec2 g_texture_coord,
in int landclass_id, in int num_unique_neighbors,
in ivec4 neighbor_texel_landclass_ids, in vec4 neighbor_mix_factors,
in vec4 dFdx_and_dFdy
);
// Determine the texel and material parameters for a particular fragment,
// Taking into account photoscenery etc.
void get_material(in int landclass,
in vec2 ground_tex_coord,
in vec4 dxdy_gc,
out float mat_shininess,
out vec4 mat_ambient,
out vec4 mat_diffuse,
out vec4 mat_specular,
out vec4 dxdy,
out vec2 st
);
// Apply the ALS haze model to a specific fragment
vec4 applyHaze(inout vec4 fragColor,
inout vec3 hazeColor,
in vec3 secondary_light,
in float ct,
in float hazeLayerAltitude,
in float visibility,
in float avisibility,
in float dist,
in float lightArg,
in float mie_angle);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Procedurally generate a water texel for this fragment
vec4 generateWaterTexel();
WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
2021-10-21 20:31:03 +00:00
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
WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
2021-10-21 20:31:03 +00:00
void main()
{
float yprime_alt = light_diffuse_comp.a;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
//diffuse_term.a = 1.0;
float mie_angle = gl_Color.a;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
float effective_scattering = min(scattering, cloud_self_shading);
// distance to fragment
float dist = length(relPos);
// angle of view vector with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
// float altitude of fragment above sea level
float msl_altitude = (relPos.z + eye_alt);
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
// this is taken from default.frag
float NdotL, NdotHV, fogFactor;
vec3 n = normalize(normal);
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
vec3 lightDir = gl_LightSource[0].position.xyz;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
vec3 secondary_light = vec3 (0.0,0.0,0.0);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Material/texel properties
float mat_shininess;
vec2 st;
vec4 mat_ambient, mat_diffuse, mat_specular, dxdy;
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
vec4 texel;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
vec4 snow_texel;
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
vec4 detail_texel;
vec4 mix_texel;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
vec4 grain_texel;
vec4 dot_texel;
vec4 gradient_texel;
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
vec4 fragColor;
vec4 specular = vec4(0.0);
float intensity;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Wind motion of the overlay noise simulating movement of vegetation and loose debris
vec2 windPos;
if (wind_effects > 1)
{
float windSpeed = length(vec2 (WindE,WindN)) /3.0480;
// interfering sine wave wind pattern
float sineTerm = sin(0.35 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y));
sineTerm = sineTerm + sin(0.3 * windSpeed * osg_SimulationTime + 0.04 * (rawPos.x + rawPos.y));
sineTerm = sineTerm + sin(0.22 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y));
sineTerm = sineTerm/3.0;
// non-linear amplification to simulate gusts
sineTerm = sineTerm * sineTerm;//smoothstep(0.2, 1.0, sineTerm);
// wind starts moving dust and leaves at around 8 m/s
float timeArg = 0.01 * osg_SimulationTime * windSpeed * smoothstep(8.0, 15.0, windSpeed);
timeArg = timeArg + 0.02 * sineTerm;
windPos = vec2 (rawPos.x + WindN * timeArg, rawPos.y + WindE * timeArg);
}
else
{
windPos = rawPos.xy;
}
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
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// get noise at different wavelengths in units of swatch_size
// original assumed 4km texture.
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
// 50m: detail texel
// 250m: detail texel
// 500m: distortion and overlay
// 1500m: overlay, detail, dust, fog
// 2000m: overlay, detail, snow, fog
// Perlin noise
float noise_10m = Noise2D(rawPos.xy, 10.0);
float noise_5m = Noise2D(rawPos.xy ,5.0);
float noise_2m = Noise2D(rawPos.xy ,2.0);
float noise_1m = Noise2D(rawPos.xy ,1.0);
float noise_01m = Noise2D(windPos.xy, 0.1);
// Noise relative to swatch size
float noise_25m = Noise2D(rawPos.xy, swatch_size*0.000625);
float noise_50m = Noise2D(rawPos.xy, swatch_size*0.00125);
float noise_250m = Noise3D(worldPos.xyz,swatch_size*0.0625);
float noise_500m = Noise3D(worldPos.xyz, swatch_size*0.125);
float noise_1500m = Noise3D(worldPos.xyz, swatch_size*0.3750);
float noise_2000m = Noise3D(worldPos.xyz, swatch_size*0.5);
float noise_4000m = Noise3D(worldPos.xyz, swatch_size);
float dotnoisegrad_10m;
// slope noise
float slopenoise_50m = SlopeLines2D(rawPos.xy, grad_dir, 50.0, steepness);
float slopenoise_100m = SlopeLines2D(rawPos.xy, grad_dir, 100.0, steepness);
float snownoise_25m = mix(noise_25m, slopenoise_50m, clamp(3.0*(1.0-steepness),0.0,1.0));
float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness),0.0,1.0));
// get the texels
float distortion_factor = 1.0;
vec2 stprime;
int flag = 1;
int mix_flag = 1;
float noise_term;
float snow_alpha;
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
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
// 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
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
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
// Tile dimensions in m
// Testing: created from two float uniforms in global scope. Should be sent as a vec2
// vec2 tile_size
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
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
// Tile texture coordinates range [0..1] over the tile 'rectangle'
vec2 tile_coord = gl_TexCoord[0].st;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Testing code: Coordinate used by ground texture arrays
//vec2 ground_tex_coord = gl_TexCoord[0].st;
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
// Test phase: Constants and toggles for transitions between landlcasses are defined at
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// the top landclass-search-functions.frag.
// There are some controls for haze and lighting at the top of this file.
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
// 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.
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
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
// Landclass for current fragment, and up-to 4 neighboring landclasses - 2 used currently
int lc;
ivec4 lc_n;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
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
int num_unique_neighbors = 0;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
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
// Mix factor of base textures for 2 neighbour landclass(es)
vec4 mfact;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Partial derivatives of s and t of ground texture coords for this fragment,
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
// with respect to window (screen space) x and y axes.
// Used to pick mipmap LoD levels, and turn off unneeded procedural detail
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// dFdx and dFdy are packed in a vec4 so multiplying everything
// to scale takes 1 instruction slot.
vec4 dxdy_gc = vec4(dFdx(ground_tex_coord) , dFdy(ground_tex_coord));
get_landclass_id(tile_coord, dxdy_gc, lc, lc_n, num_unique_neighbors, mfact);
get_material(lc, ground_tex_coord, dxdy_gc, mat_shininess, mat_ambient, mat_diffuse, mat_specular, dxdy, st);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
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if (fg_photoScenery) {
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
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// The photoscenery orthophots are stored in the landclass texture
// and use normalised tile coordinates
texel = texture(landclass, vec2(tile_coord.s, 1.0 - tile_coord.t));
// Do not attempt any mixing
flag = 0;
mix_flag = 0;
} else {
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
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// Lookup the base texture texel for this fragment and any neighbors, with mixing
texel = get_mixed_texel(0, ground_tex_coord, lc, num_unique_neighbors, lc_n, mfact, dxdy_gc);
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.
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}
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
vec4 color = gl_Color * mat_ambient;
color.a = 1.0;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
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
// 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]));
if ((water_shader == 1) && (fg_photoScenery == false) && fg_materialParams3[lc].x > 0.5) {
// This is a water fragment, so calculate the fragment color procedurally
// and mix with some sand colour if near an edge
//bool adjacentwater = fg_materialParams3[lc_n.x].x > 0.5;
//texel = mix(generateWaterTexel(), texel, adjacentwater ? 0.0 : smoothstep(0.1, 0.2, mfact[0]));
//texel = mix(generateWaterTexel(), vec4(0.6,0.6,0.4,1.0), adjacentwater ? 0.0 : smoothstep(0.1, 0.2, mfact[0]));
texel = mix(vec4(0.6,0.6,0.4,1.0), generateWaterTexel(), smoothstep(0.98,1.0,steepness));
fragColor = texel;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, fragColor.rgb);
} else {
// Lookup material parameters for the landclass at this fragment.
// Material parameters are from material definitions XML files (e.g. regional definitions in data/Materials/regions). They have the same names.
// These parameters are contained in arrays of uniforms fg_materialParams1 and fg_materialParams2.
// The uniforms are vec4s, and each parameter is mapped to a vec4 element (rgba channels).
// In WS2 these parameters were available as uniforms of the same name.
// Testing: The mapping is hardcoded at the moment.
float transition_model = fg_materialParams1[lc].r;
float hires_overlay_bias = fg_materialParams1[lc].g;
float grain_strength = fg_materialParams1[lc].b;
float intrinsic_wetness = fg_materialParams1[lc].a;
float dot_density = fg_materialParams2[lc].r;
float dot_size = fg_materialParams2[lc].g;
float dust_resistance = fg_materialParams2[lc].b;
int rock_strata = int(fg_materialParams2[lc].a);
// dot noise
float dotnoise_2m = DotNoise2D(rawPos.xy, 2.0 * dot_size,0.5, dot_density);
float dotnoise_10m = DotNoise2D(rawPos.xy, 10.0 * dot_size, 0.5, dot_density);
float dotnoise_15m = DotNoise2D(rawPos.xy, 15.0 * dot_size, 0.33, dot_density);
// Testing code - set randomise_texture_lookups = 2 to only look up the base texture with no extra transitions.
detail_texel = texel;
mix_texel = texel;
grain_texel = texel;
dot_texel = texel;
gradient_texel = texel;
/*
// Texture lookup testing code:
// To test this block, uncomment it and turn off normal and random texture lookups
// by setting randomise_texture_lookups = 2 or more.
int tex2;
// Grain texture is material texture 14, which is mapped to the r channel of fg_textureLookup2
tex2 = int(fg_textureLookup2[lc].r * 255.0 + 0.5);
grain_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
// Gradient texture is material texture 13, which is mapped to the a channel of fg_textureLookup1
tex2 = int(fg_textureLookup1[lc].a * 255.0 + 0.5);
gradient_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
// Dot texture is material texture 15, which is mapped to the g channel of fg_textureLookup2
tex2 = int(fg_textureLookup2[lc].g * 255.0 + 0.5);
dot_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
// Mix texture is material texture 12, which is mapped to the b channel of fg_textureLookup1
tex2 = int(fg_textureLookup1[lc].b * 255.0 + 0.5);
mix_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
if (mix_texel.a < 0.1) { mix_flag = 0;} // Disable if no index found
// Detail texture is material texture 11, which is mapped to the g channel of fg_textureLookup1
tex2 = int(fg_textureLookup1[lc].g * 255.0 + 0.5);
detail_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
if (detail_texel.a < 0.1) { flag = 0;} // Disable if no index found
//Examples of how lookup_ground_texture array is used with the above grain/gradient texture lookups:
//grain_texel = lookup_ground_texture_array(1, st * 1.3, lc, dxdy * 1.3);
//gradient_texel = lookup_ground_texture_array(2, st * 1.3, lc, dxdy * 1.3);
*/
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
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
// Generate 6 random numbers
float pseed2 = 1.0;
int tex_id_lc[6];
float rn[6];
if (randomise_texture_lookups == 1)
{
get6_rand_nums(float(lc)*33245.31, pseed2, 47.0, rn);
for (int i=0;i<6;i++) tex_id_lc[i] = int(mod( (float(lc)+(rn[i]*47.0)+1.0) , 48.0));
}
//texel = mix(vec4(vec3(0.0),1.0), vec4(0.0,0.5,0.0,1.0), float(tex_id_lc[2])/48.0);
// WS2:
//grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * 25.0);
//gradient_texel = texture2D(gradient_texture, gl_TexCoord[0].st * 4.0);
//stprime = gl_TexCoord[0].st * 80.0;
//stprime = stprime + normalize(relPos).xy * 0.01 * (dotnoise_10m + dotnoise_15m);
//dot_texel = texture2D(dot_texture, vec2 (stprime.y, stprime.x) );
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
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
if (randomise_texture_lookups == 0)
{
grain_texel = lookup_ground_texture_array(1, st * 25.0, lc, dxdy * 25.0);
gradient_texel = lookup_ground_texture_array(2, st * 4.0, lc, dxdy * 4.0);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
}
else if (randomise_texture_lookups == 1)
{
grain_texel = lookup_ground_texture_array(0, st * 25.0, tex_id_lc[0], dxdy * 25.0);
gradient_texel = lookup_ground_texture_array(0, st * 4.0, tex_id_lc[1], dxdy * 4.0);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
}
stprime = st * 80.0;
stprime = stprime + normalize(relPos).xy * 0.01 * (dotnoise_10m + dotnoise_15m);
vec4 dxdy_prime = vec4(dFdx(stprime), dFdy(stprime));
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
if (randomise_texture_lookups == 0)
{
dot_texel = lookup_ground_texture_array(3, stprime.ts, lc, dxdy_prime.tsqp);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
}
else if (randomise_texture_lookups == 1)
{
dot_texel = lookup_ground_texture_array(0, stprime.ts, tex_id_lc[2], dxdy_prime.tsqp);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
}
// Testing: WS2 code after this, except for random texture lookups and partial derivatives
float local_autumn_factor = texel.a;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// we need to fade procedural structures when they get smaller than a single pixel, for this we need
// to know under what angle we see the surface
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 view_angle = abs(dot(normalize(normal), normalize(ecViewdir)));
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
// the snow texel is generated procedurally
if (msl_altitude +500.0 > snowlevel)
{
snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_500m + 0.1* (1.0 - noise_10m) );
snow_texel.r = snow_texel.r * (0.9 + 0.05 * (noise_10m + noise_5m));
snow_texel.g = snow_texel.g * (0.9 + 0.05 * (noise_10m + noise_5m));
snow_texel.a = 1.0;
noise_term = 0.1 * (noise_500m-0.5) ;
noise_term = noise_term + 0.2 * (snownoise_50m -0.5) * detail_fade(50.0, view_angle, 0.5*dist) ;
noise_term = noise_term + 0.2 * (snownoise_25m -0.5) * detail_fade(25.0, view_angle, 0.5*dist) ;
noise_term = noise_term + 0.3 * (noise_10m -0.5) * detail_fade(10.0, view_angle, 0.8*dist) ;
noise_term = noise_term + 0.3 * (noise_5m - 0.5) * detail_fade(5.0, view_angle, dist);
noise_term = noise_term + 0.15 * (noise_2m -0.5) * detail_fade(2.0, view_angle, dist);
noise_term = noise_term + 0.08 * (noise_1m -0.5) * detail_fade(1.0, view_angle, dist);
snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(msl_altitude -snowlevel) );
}
if (mix_flag == 1)
{
//WS2: mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3);
if (randomise_texture_lookups == 0)
{
mix_texel = lookup_ground_texture_array(4, st * 1.3, lc, dxdy * 1.3);
}
else if (randomise_texture_lookups == 1)
{
mix_texel = lookup_ground_texture_array(0, st * 1.3, tex_id_lc[3], dxdy * 1.3);
}
if (mix_texel.a <0.1) {mix_flag = 0;}
}
// the hires overlay texture is loaded with parallax mapping
if (flag == 1)
{
stprime = vec2 (0.86*st.s + 0.5*st.t, 0.5*st.s - 0.86*st.t);
distortion_factor = 0.97 + 0.06 * noise_500m;
stprime = stprime * distortion_factor * 15.0;
stprime = stprime + normalize(relPos).xy * 0.022 * (noise_10m + 0.5 * noise_5m +0.25 * noise_2m - 0.875 );
//WS2: detail_texel = texture2D(detail_texture, stprime); // temp
dxdy_prime = vec4(dFdx(stprime), dFdy(stprime));
if (randomise_texture_lookups == 0)
{
detail_texel = lookup_ground_texture_array(5, stprime , lc, dxdy_prime);
}
else if (randomise_texture_lookups == 1)
{
detail_texel = lookup_ground_texture_array(0, stprime, tex_id_lc[4], dxdy_prime);
}
if (detail_texel.a <0.1) {flag = 0;}
} // End if (flag == 1)
// texture preparation according to detail level
// mix in hires texture patches
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.
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float dist_fact;
float nSum;
float mix_factor;
// first the second texture overlay
// transition model 0: random patch overlay without any gradient information
// transition model 1: only gradient-driven transitions, no randomness
if (mix_flag == 1)
{
nSum = 0.167 * (noise_4000m + 2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
nSum = mix(nSum, 0.5, max(0.0, 2.0 * (transition_model - 0.5)));
nSum = nSum + 0.4 * (1.0 -smoothstep(0.9,0.95, abs(steepness)+ 0.05 * (noise_50m - 0.5))) * min(1.0, 2.0 * transition_model);
mix_factor = smoothstep(0.5, 0.54, nSum);
texel = mix(texel, mix_texel, mix_factor);
local_autumn_factor = texel.a;
}
// then the detail texture overlay
mix_factor = 0.0;
//WS2: condition was broken up - does it matter for dynamic branching?
if ((flag == 1) && (dist < 40000.0))
{
dist_fact = 0.1 * smoothstep(15000.0,40000.0, dist) - 0.03 * (1.0 - smoothstep(500.0,5000.0, dist));
nSum = ((1.0 -noise_2000m) + noise_1500m + 2.0 * noise_250m +noise_50m)/5.0;
nSum = nSum - 0.08 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
mix_factor = smoothstep(0.47, 0.54, nSum +hires_overlay_bias- dist_fact);
if (mix_factor > 0.8) {mix_factor = 0.8;}
texel = mix(texel, detail_texel,mix_factor);
}
// rock for very steep gradients
if (gradient_texel.a > 0.0)
{
texel = mix(texel, gradient_texel, 1.0 - smoothstep(0.75,0.8,abs(steepness)+ 0.00002* msl_altitude + 0.05 * (noise_50m - 0.5)));
local_autumn_factor = texel.a;
}
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// strata noise
float stratnoise_50m;
float stratnoise_10m;
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: if rock_strata parameter is not cast into int, need (rock_strata > 0.99)
if (rock_strata==1)
{
stratnoise_50m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 50.0, 0.2);
stratnoise_10m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 10.0, 0.2);
stratnoise_50m = mix(stratnoise_50m, 1.0, smoothstep(0.8,0.9, steepness));
stratnoise_10m = mix(stratnoise_10m, 1.0, smoothstep(0.8,0.9, steepness));
texel *= (0.4 + 0.4 * stratnoise_50m + 0.2 * stratnoise_10m);
}
// the dot vegetation texture overlay
texel.rgb = mix(texel.rgb, dot_texel.rgb, dot_texel.a * (dotnoise_10m + dotnoise_15m) * detail_fade(1.0 * (dot_size * (1.0 +0.1*dot_size)), view_angle,dist));
texel.rgb = mix(texel.rgb, dot_texel.rgb, dot_texel.a * dotnoise_2m * detail_fade(0.1 * dot_size, view_angle,dist));
// then the grain texture overlay
texel.rgb = mix(texel.rgb, grain_texel.rgb, grain_strength * grain_texel.a * (1.0 - mix_factor) * (1.0-smoothstep(2000.0,5000.0, dist)));
// for really hires, add procedural noise overlay
texel.rgb = texel.rgb * (1.0 + 0.4 * (noise_01m-0.5) * detail_fade(0.1, view_angle, dist)) ;
// autumn colors
float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ;
texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r);
texel.g = texel.g;
texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +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
if (local_autumn_factor < 1.0)
{
intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
}
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
// slope line overlay
texel.rgb = texel.rgb * (1.0 - 0.12 * slopenoise_50m - 0.08 * slopenoise_100m);
//const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
const vec4 dust_color = vec4 (0.76, 0.65, 0.45, 1.0);
const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);
// mix vegetation
float gradient_factor = smoothstep(0.5, 1.0, steepness);
texel = mix(texel, lichen_color, gradient_factor * (0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m))) );
// mix dust
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor *dust_resistance + 3.0 * dust_cover_factor * dust_resistance *(((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
// mix snow
float snow_mix_factor = 0.0;
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
if (msl_altitude + 500.0 > snowlevel)
{
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
snow_mix_factor = snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * msl_altitude+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0);
texel = mix(texel, snow_texel, snow_mix_factor);
}
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
// get distribution of water when terrain is wet
float combined_wetness = min(1.0, wetness + intrinsic_wetness);
float water_threshold1;
float water_threshold2;
float water_factor =0.0;
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
if ((dist < 5000.0) && (combined_wetness>0.0))
{
water_threshold1 = 1.0-0.5* combined_wetness;
water_threshold2 = 1.0 - 0.3 * combined_wetness;
water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
}
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// darken wet terrain
texel.rgb = texel.rgb * (1.0 - 0.6 * combined_wetness);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// light computations
vec4 light_specular = gl_LightSource[0].specular;
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// 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;
vec3 n = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
n = normalize(n);
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
NdotL = dot(n, lightDir);
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 noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
float noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
float noisegrad_2m = (noise_2m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),2.0))/0.05;
float noisegrad_1m = (noise_1m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),1.0))/0.05;
dotnoisegrad_10m = (dotnoise_10m - DotNoise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0 * dot_size,0.5, dot_density))/0.05;
NdotL = NdotL + (noisegrad_10m * detail_fade(10.0, view_angle,dist) + 0.5* noisegrad_5m * detail_fade(5.0, view_angle,dist)) * mix_factor/0.8;
NdotL = NdotL + 0.15 * noisegrad_2m * mix_factor/0.8 * detail_fade(2.0,view_angle,dist);
NdotL = NdotL + 0.1 * noisegrad_2m * detail_fade(2.0,view_angle,dist);
NdotL = NdotL + 0.05 * noisegrad_1m * detail_fade(1.0, view_angle,dist);
NdotL = NdotL + (1.0-snow_mix_factor) * 0.3* dot_texel.a * (0.5* dotnoisegrad_10m * detail_fade(1.0 * dot_size, view_angle, dist) +0.5 * dotnoisegrad_10m * noise_01m * detail_fade(0.1, view_angle, dist)) ;
// Testing: Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling as the controls are default (by request)
if (fg_photoScenery) NdotL = mix(dot(n, lightDir), NdotL, 0.00001);
if (NdotL > 0.0)
{
float shadowmap = getShadowing();
if (cloud_shadow_flag == 1) {NdotL = NdotL * shadow_func(relPos.x, relPos.y, 0.3 * noise_250m + 0.5 * noise_500m+0.2 * noise_1500m, dist);}
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 * 0.1 + (water_factor * vec3 (1.0, 1.0, 1.0)))
* light_specular.rgb
* pow(NdotHV, mat_shininess + (20.0 * water_factor))
* shadowmap);
}
color.a = 1.0;//diffuse_term.a; // as gl_Color.a and light_diffuse.comp.a were packed with other values
// 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);
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
if (use_searchlight == 1) {
secondary_light += searchlight();
}
if (use_landing_light == 1) {
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
}
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
if (use_alt_landing_light == 1) {
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
}
color.rgb += secondary_light * light_distance_fading(dist);
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
}
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor = get_hazeColor(lightArg);
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
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Rayleigh color shift due to out-scattering
float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, msl_altitude);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
float outscatter = 1.0-exp(-dist/rayleigh_length);
fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
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
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
2022-01-03 15:43:29 +00:00
// Rayleigh color shift due to in-scattering
float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
//float lightIntensity = length(diffuse_term.rgb)/1.73 * rShade;
float lightIntensity = length(hazeColor * effective_scattering) * rShade;
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, msl_altitude);
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
fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
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gl_FragColor = applyHaze(fragColor, hazeColor, secondary_light, ct, hazeLayerAltitude, visibility, avisibility, dist, lightArg, mie_angle);
WS30: MR #267: Improved texture lookups from VS Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
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// Testing phase controls:
if (remove_haze_and_lighting == 1)
{
gl_FragColor = texel;
}
WS30: landclass and texture lookups in fragment shader commit e131ffaca7b2c934474f0e447b5852cb4c7c8d4a Author: vs <vs2009@mail.com> Date: Fri Oct 15 22:19:42 2021 +1000 WS30: landclass and texture lookups in fragment shader: Changelog: - Testing: Procedural random landclass function, get_random_landclass(). 1). Avoids a texture lookup for profiling. 2). Creates squares of configurable size with controllable random landclass ranges - to test landclass transition algorithms and quickly profile lots of landclasses in view. It's also possible to put pressure on GPU memory even with 1 lookup of ground textures per fragment, by reducing size to <20m and viewing from altitude. - Add ALS ultra technique as no 5, move existing ALS technique to no. 6. Add WS30-ALS-ultra frag & vert in preparation for eventual ALS ultra port. Change comments/variables to match using a texture array instead of atlas. Sampler name: atlas -> textureArray. - Testing/optimisation of de-tiling: WS30-ALS.frag: reorder perlin detiling to make noise source easier to switch. WS30-ALS-ultra.frag: Create alternative to perlin noise used for reducing tiling that avoids a texture lookup - to profile and optimise. This is commented out. The performance difference in the final version depends on memory pressure versus arithmetic load of the full shader. It varies by GPU and what's in view. In future, once a full ALS port is done, maybe it'll be more efficient to run a higher quality de-tiling algorithm all the time to avoid branching overhead due to effects like agriculture which need more de-tiling. De-tiling code in shaders should /eventually/ match CPU-side de-tiling of texture masks used for object and vegetation placement. De-tiling code in GPUs might be subject to precision and numerical artifacts, and if so maybe the texture lookup version would work better. The same applies to noise used for rendering WS3 water waves and collision queries. One option is to use exactly the same glsl code, with a C++ header to convert glsl syntax e.g. https://github.com/g-truc/glm .
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}