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fgdata/Shaders/planet-cloudlayer.frag

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// -*-C++-*-
// Ambient term comes in gl_Color.rgb.
#version 120
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 ecViewDir;
varying vec3 VTangent;
uniform float shade_effect;
uniform float sun_angle;
uniform float air_pollution;
uniform float moonlight;
uniform float roi_x1;
uniform float roi_y1;
uniform float lightning;
uniform bool use_overlay;
uniform bool use_cloud_normals;
uniform sampler2D texture;
uniform sampler2D structure_texture;
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float Noise2D(in vec2 coord, in float wavelength);
vec3 filter_combined (in vec3 color) ;
float add_cosines (in float cos1, in float cos2, in float sign)
{
float sin1 = sqrt(1.0 - pow(cos1, 2.0));
float sin2 = sqrt(1.0 - pow(cos2, 2.0));
return cos1 * cos2 + sign * sin1 * sin2;
}
vec3 lightning_color (in vec2 coord)
{
vec2 roi1 = vec2 (roi_x1, roi_y1);
float strength = 1.0 - smoothstep(0.0, 0.005, length(roi1 - coord));
return strength * vec3 (0.43, 0.57, 1.0);
}
void main()
{
vec3 n;
float NdotL, NdotHV, NdotLraw;
vec4 color = gl_Color;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewDir));
vec4 texel;
vec4 ref_texel;
vec4 structureTexel;
vec4 fragColor;
vec4 specular = vec4(0.0, 0.0, 0.0, 0.0);
n = normalize(normal);
vec3 light_specular = vec3 (1.0, 1.0, 1.0);
NdotL = dot(n, normalize(lightDir));
NdotLraw = NdotL;
NdotL = smoothstep(-0.2,0.2,NdotL);
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float intensity = length(diffuse_term.rgb);
vec3 dawn_color = mix (vec3 (1.0,0.7,0.4), vec3 (1.0,0.4,0.2), air_pollution);
vec3 dawn = intensity * 1.2 * normalize (dawn_color);
vec4 diff_term = mix(vec4(dawn, 1.0), diffuse_term, smoothstep(0.0, 0.45, NdotL));
vec2 grad_dir = vec2 (1.0, 0.0);
vec3 tangent = normalize(VTangent);
vec3 binormal = cross(n, tangent);
float NdotL2 = 0.0;
texel = texture2D(texture, gl_TexCoord[0].st);
ref_texel = texel;
if (use_cloud_normals)
{
vec2 sun2d = vec2 (0.0, 1.0);
float xOffset = -1.0 * dot(normalize(lightDir), tangent);
float yOffset = -1.0 * dot(normalize(lightDir), binormal);
grad_dir = normalize (vec2 (xOffset, yOffset));
vec4 comp_texel = texture2D(texture, gl_TexCoord[0].st - 0.0005 * grad_dir);
// parallax mapping
xOffset = -1.0 * dot(ecViewDir, tangent);
yOffset = -1.0 * dot(ecViewDir, binormal);
grad_dir = normalize (vec2 (xOffset, yOffset));
texel = texture2D(texture, gl_TexCoord[0].st - 0.0005 * grad_dir * ref_texel.a * 0.7);
// relief shading based on gradient and parallax lookup
float slope = shade_effect * (comp_texel.a - ref_texel.a) * texel.a;
float sign = -1.0;
if (slope < 0.0) {sign = 1.0;}
vec2 snormal = normalize(vec2 (slope, 1.0));
NdotL2 = dot (snormal, sun2d);
NdotL = add_cosines(NdotL, NdotL2, sign );
}
color += diff_term * max(NdotL, 0.15) ;
color.rgb *= smoothstep(-0.2, -0.1, NdotLraw);
//
float darkness_fact = 1.0 - smoothstep(0.0,0.2, length(color.rgb));
color.rgb += lightning_color(gl_TexCoord[0].st) * (1.0 - texel.a) * lightning * darkness_fact;
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
color.rgb += moonLightColor;
color.a = 1.0;//diffuse_term.a;
color = clamp(color, 0.0, 1.0);
structureTexel = texture2D(structure_texture, 20.0 * gl_TexCoord[0].st);
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float noise = Noise2D( gl_TexCoord[0].st, 0.01);
noise += Noise2D( gl_TexCoord[0].st, 0.005);
noise += Noise2D( gl_TexCoord[0].st, 0.002);
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vec4 noiseTexel = vec4 (1.0,1.0,1.0, 0.5* noise * texel.a);
structureTexel = mix(structureTexel, noiseTexel,noiseTexel.a);
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if (use_overlay)
{
texel = vec4(structureTexel.rgb, smoothstep(0.0, 0.5,texel.a) * structureTexel.a);
}
texel.a = clamp((1.0 + darkness_fact) * texel.a, 0.0, 1.0);
fragColor = color * texel;
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = clamp(fragColor, 0.0, 1.0);
}