2016-02-03 07:13:30 +00:00
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// -*-C++-*-
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2016-08-03 07:31:07 +00:00
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#version 120
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2016-02-03 07:13:30 +00:00
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uniform sampler2D texture;
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uniform float light_color_base_r;
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uniform float light_color_base_g;
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uniform float light_color_base_b;
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uniform float light_color_center_r;
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uniform float light_color_center_g;
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uniform float light_color_center_b;
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uniform float intensity_scale;
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uniform float pointing_x;
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uniform float pointing_y;
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uniform float pointing_z;
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uniform float outer_angle;
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uniform float inner_angle;
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uniform float zero_angle;
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uniform float outer_gain;
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uniform float visibility;
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uniform float avisibility;
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uniform float hazeLayerAltitude;
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uniform float eye_alt;
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uniform float terminator;
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uniform float osg_SimulationTime;
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uniform bool is_directional;
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uniform bool is_strobe;
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varying vec3 vertex;
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varying vec3 relPos;
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varying vec3 normal;
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float Noise2D(in vec2 coord, in float wavelength);
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float fog_func (in float targ, in float alt);
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float shape (in vec3 coord, in float noise, in float fade, in float transmission, in float glare, in float lightArg)
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{
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float r = length (coord) / max(fade, 0.2);
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float angle = noise * 6.2832;
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float sinphi = dot(vec2 (sin(angle),cos(angle)), normalize(coord.yz));
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float sinterm = sin(mod((sinphi-3.0) * (sinphi-3.0),6.2832));
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float ray = 0.0;
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if (sinterm == 0.0)
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{ray = 0.0;}
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else
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{ray = clamp(pow(sinterm,10.0),0.0,1.0);
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ray *= exp(-40.0 * r * r) * smoothstep(0.8, 1.0,fade) * smoothstep(0.7, 1.0, glare);
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}
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float base = exp(-80.0*r*r );
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float halo = 0.2 * exp(-10.0 * r * r) * (1.0 - smoothstep(-5.0, 0.0, lightArg));
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float fogEffect = (1.0-smoothstep(0.4,0.8,transmission));
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//fogEffect = 1.0;
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//float offset = 0.0;
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//offset *=0.3;
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//vec2 offset_vec = vec2 (1.0, 0.0);
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//offset_vec *= offset;
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// vec2 coord_reduced1 = vec2(coord.y- 1.2* offset_vec.x, coord.z - 1.2 * offset_vec.y);
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//vec2 coord_reduced2 = vec2(coord.y- 2.0 * offset_vec.x, coord.z - 2.0 * offset_vec.y);
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//vec3 coord_reduced = coord;
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//r = min(length (coord_reduced1), 0.8* length(coord_reduced2));
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//r /= 1.0 - 0.3 * smoothstep(0.0, 0.3, offset);
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float intensity = clamp(base + halo + ray,0.0,1.0) + 0.2 * fogEffect * (1.0-smoothstep(0.3, 0.6,r));
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intensity *=fade;
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return intensity;
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}
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float directional_fade (in float direction)
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{
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float arg = clamp(direction, 0.0, 1.0);
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float ia = (1.0 - inner_angle);
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float oa = (1.0 - outer_angle);
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float za = (1.0 - zero_angle);
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if (direction > ia) {return 1.0;}
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else if (direction > oa)
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{return outer_gain + (1.0-outer_gain) * (direction - oa) / (ia - oa);}
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else if (direction > za)
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{return outer_gain * (direction - za) / (oa - za);}
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else {return 0.0;}
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}
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float strobe_fade (in float fade)
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{
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float time_arg1 = sin(4.0 * osg_SimulationTime);
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float time_arg2 = sin(4.0 * osg_SimulationTime - 0.4);
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return fade * 0.825 * (pow(time_arg1, 40.0) + pow(time_arg2, 8.0));
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}
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void main()
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{
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float noise = 0.0;
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vec3 light_color_base = vec3 (light_color_base_r, light_color_base_g, light_color_base_b);
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vec3 light_color_center = vec3 (light_color_center_r, light_color_center_g, light_color_center_b);
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vec3 pointing_vec = vec3 (pointing_x, pointing_y, pointing_z);
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vec3 viewDir = normalize(relPos);
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// fogging
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float dist = length(relPos);
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float delta_z = hazeLayerAltitude - eye_alt;
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float transmission;
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float vAltitude;
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float delta_zv;
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float H;
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float distance_in_layer;
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float transmission_arg;
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// angle with horizon
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float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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if (delta_z > 0.0) // we're inside the layer
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{
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if (ct < 0.0) // we look down
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{
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distance_in_layer = dist;
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vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
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delta_zv = delta_z - vAltitude;
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}
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else // we may look through upper layer edge
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{
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H = dist * ct;
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if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
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else {distance_in_layer = dist;}
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vAltitude = min(distance_in_layer,visibility) * ct;
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delta_zv = delta_z - vAltitude;
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}
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}
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else // we see the layer from above, delta_z < 0.0
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{
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H = dist * -ct;
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if (H < (-delta_z))
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{
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distance_in_layer = 0.0;
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delta_zv = 0.0;
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}
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else
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{
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vAltitude = H + delta_z;
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distance_in_layer = vAltitude/H * dist;
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vAltitude = min(distance_in_layer,visibility) * (-ct);
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delta_zv = vAltitude;
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}
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}
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transmission_arg = (dist-distance_in_layer)/avisibility;
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if (visibility < avisibility)
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{
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transmission_arg = transmission_arg + (distance_in_layer/visibility);
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}
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else
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{
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transmission_arg = transmission_arg + (distance_in_layer/avisibility);
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}
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transmission = fog_func(transmission_arg, 0.0);
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float lightArg = terminator/100000.0;
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float r = length(vertex);
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float mix_factor = 0.3 + 0.7 * smoothstep(0.0, 0.5, r);
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// directionality
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vec3 nViewDir = normalize(viewDir);
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vec3 nPointingVec = normalize(pointing_vec);
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float direction = dot (nViewDir, nPointingVec );
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float fade;
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vec2 offset = vec2 (0.0, 0.0);
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if (is_directional)
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{
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fade = directional_fade(direction);
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}
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else
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{fade = 1.0;}
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// time evolution
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if (is_strobe) {fade = strobe_fade (fade);}
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fade *= intensity_scale;
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// disc size correction for daylight
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// shape of the light disc
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float glare = length(light_color_center)/1.7321 * (1.0 - smoothstep(-5.0, 10.0, lightArg));
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float intensity = shape(vertex, noise, fade, transmission, glare, lightArg);
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// coloring of the light disc
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vec3 light_color = mix(light_color_base, light_color_center, intensity*intensity);
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gl_FragColor = vec4 (light_color.rgb, intensity * transmission );
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}
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