472 lines
12 KiB
GLSL
472 lines
12 KiB
GLSL
|
// -*-C++-*-
|
||
|
|
||
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||
|
// Ambient term comes in gl_Color.rgb.
|
||
|
varying vec4 diffuse_term;
|
||
|
varying vec3 normal;
|
||
|
//varying vec2 nvec;
|
||
|
varying vec3 relPos;
|
||
|
varying vec2 rawPos;
|
||
|
|
||
|
|
||
|
uniform sampler2D texture;
|
||
|
uniform sampler2D snow_texture;
|
||
|
|
||
|
|
||
|
//varying float yprime_alt;
|
||
|
//varying float mie_angle;
|
||
|
varying float steepness;
|
||
|
|
||
|
|
||
|
uniform float visibility;
|
||
|
uniform float avisibility;
|
||
|
uniform float scattering;
|
||
|
uniform float terminator;
|
||
|
uniform float terrain_alt;
|
||
|
uniform float hazeLayerAltitude;
|
||
|
uniform float overcast;
|
||
|
uniform float eye_alt;
|
||
|
uniform float snowlevel;
|
||
|
uniform float dust_cover_factor;
|
||
|
uniform float fogstructure;
|
||
|
uniform float cloud_self_shading;
|
||
|
uniform float ylimit;
|
||
|
uniform float zlimit1;
|
||
|
uniform float zlimit2;
|
||
|
uniform float wetness;
|
||
|
uniform int quality_level;
|
||
|
uniform int tquality_level;
|
||
|
|
||
|
|
||
|
const float EarthRadius = 5800000.0;
|
||
|
const float terminator_width = 200000.0;
|
||
|
|
||
|
float alt;
|
||
|
float eShade;
|
||
|
float yprime_alt;
|
||
|
float mie_angle;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
float rand2D(in vec2 co){
|
||
|
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
||
|
}
|
||
|
|
||
|
float cosine_interpolate(in float a, in float b, in float x)
|
||
|
{
|
||
|
float ft = x * 3.1415927;
|
||
|
float f = (1.0 - cos(ft)) * .5;
|
||
|
|
||
|
return a*(1.0-f) + b*f;
|
||
|
}
|
||
|
|
||
|
float simple_interpolate(in float a, in float b, in float x)
|
||
|
{
|
||
|
return a + smoothstep(0.0,1.0,x) * (b-a);
|
||
|
//return mix(a,b,x);
|
||
|
}
|
||
|
|
||
|
float interpolatedNoise2D(in float x, in float y)
|
||
|
{
|
||
|
float integer_x = x - fract(x);
|
||
|
float fractional_x = x - integer_x;
|
||
|
|
||
|
float integer_y = y - fract(y);
|
||
|
float fractional_y = y - integer_y;
|
||
|
|
||
|
float v1 = rand2D(vec2(integer_x, integer_y));
|
||
|
float v2 = rand2D(vec2(integer_x+1.0, integer_y));
|
||
|
float v3 = rand2D(vec2(integer_x, integer_y+1.0));
|
||
|
float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
|
||
|
|
||
|
float i1 = simple_interpolate(v1 , v2 , fractional_x);
|
||
|
float i2 = simple_interpolate(v3 , v4 , fractional_x);
|
||
|
|
||
|
return simple_interpolate(i1 , i2 , fractional_y);
|
||
|
}
|
||
|
|
||
|
|
||
|
float Noise2D(in vec2 coord, in float wavelength)
|
||
|
{
|
||
|
return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||
|
{
|
||
|
x = x - 0.5;
|
||
|
|
||
|
// use the asymptotics to shorten computations
|
||
|
if (x > 30.0) {return e;}
|
||
|
if (x < -15.0) {return 0.0;}
|
||
|
|
||
|
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||
|
}
|
||
|
|
||
|
// this determines how light is attenuated in the distance
|
||
|
// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
|
||
|
// for distance > visibility
|
||
|
|
||
|
float fog_func (in float targ)
|
||
|
{
|
||
|
|
||
|
|
||
|
float fade_mix;
|
||
|
|
||
|
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||
|
// create the illusion of improved visibility range
|
||
|
|
||
|
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
|
||
|
|
||
|
|
||
|
if (alt < 30000.0)
|
||
|
{return exp(-targ - targ * targ * targ * targ);}
|
||
|
else if (alt < 50000.0)
|
||
|
{
|
||
|
fade_mix = (alt - 30000.0)/20000.0;
|
||
|
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return exp(- targ * targ - pow(targ,4.0));
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
|
||
|
//if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x < zlimit2))
|
||
|
// {discard;}
|
||
|
|
||
|
|
||
|
float effective_scattering = min(scattering, cloud_self_shading);
|
||
|
yprime_alt = diffuse_term.a;
|
||
|
diffuse_term.a = 1.0;
|
||
|
mie_angle = gl_Color.a;
|
||
|
|
||
|
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||
|
|
||
|
float dist = length(relPos);
|
||
|
|
||
|
// this is taken from default.frag
|
||
|
vec3 n;
|
||
|
float NdotL, NdotHV, fogFactor;
|
||
|
vec4 color = gl_Color;
|
||
|
color.a = 1.0;
|
||
|
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||
|
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
||
|
vec4 texel;
|
||
|
vec4 snow_texel;
|
||
|
vec4 detail_texel;
|
||
|
vec4 mix_texel;
|
||
|
vec4 fragColor;
|
||
|
vec4 specular = vec4(0.0);
|
||
|
float intensity;
|
||
|
|
||
|
|
||
|
// get noise at different wavelengths
|
||
|
|
||
|
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
|
||
|
// 500m: distortion and overlay
|
||
|
// 1500m: overlay, detail, dust, fog
|
||
|
// 2000m: overlay, detail, snow, fog
|
||
|
|
||
|
float noise_02m;
|
||
|
float noise_1m = Noise2D(rawPos.xy, 1.0);
|
||
|
float noise_2m;
|
||
|
|
||
|
float noise_10m = Noise2D(rawPos.xy, 10.0);
|
||
|
float noise_5m = Noise2D(rawPos.xy,5.0);
|
||
|
|
||
|
|
||
|
|
||
|
float noise_500m = Noise2D(rawPos.xy, 500.0);
|
||
|
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
|
||
|
float noise_2000m = Noise2D(rawPos.xy, 2000.0);
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
|
||
|
|
||
|
// get the texels
|
||
|
|
||
|
texel = texture2D(texture, gl_TexCoord[0].st * (1.0 + 0.1 * noise_500m));
|
||
|
|
||
|
float distortion_factor = 1.0;
|
||
|
|
||
|
if (quality_level > 3)
|
||
|
{
|
||
|
snow_texel = texture2D(snow_texture, gl_TexCoord[0].st);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
float dist_fact;
|
||
|
float nSum;
|
||
|
float mix_factor;
|
||
|
float water_factor = 0.0;
|
||
|
float water_threshold1;
|
||
|
float water_threshold2;
|
||
|
|
||
|
|
||
|
// get distribution of water when terrain is wet
|
||
|
|
||
|
if ((dist < 3000.0)&& (quality_level > 3) && (wetness>0.0))
|
||
|
{
|
||
|
water_threshold1 = 1.0-0.5* wetness;
|
||
|
water_threshold2 = 1.0 - 0.3 * wetness;
|
||
|
water_factor = smoothstep(water_threshold1, water_threshold2 , 0.5 * (noise_5m + (1.0 -noise_1m))) * (1.0 - smoothstep(1000.0, 3000.0, dist));
|
||
|
}
|
||
|
|
||
|
|
||
|
// color and shade variation of the grass
|
||
|
|
||
|
texel.rgb = texel.rgb * (0.7 + 0.1 * (noise_10m + 2.0 * noise_5m + 3.0 * noise_1m));
|
||
|
|
||
|
texel.r = texel.r * (1.0 + 0.14 * smoothstep(0.5,0.7, 0.33*(2.0 * noise_10m + (1.0-noise_5m))));
|
||
|
|
||
|
|
||
|
vec4 dust_color;
|
||
|
float snow_alpha;
|
||
|
|
||
|
if (quality_level > 3)
|
||
|
{
|
||
|
// mix dust
|
||
|
dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
|
||
|
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
|
||
|
|
||
|
// mix snow
|
||
|
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
|
||
|
texel = mix(texel, snow_texel, smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
|
||
|
}
|
||
|
|
||
|
|
||
|
// darken grass when wet
|
||
|
texel.rgb = texel.rgb * (1.0 - 0.6 * wetness);
|
||
|
|
||
|
|
||
|
|
||
|
// light computations
|
||
|
|
||
|
|
||
|
vec4 light_specular = gl_LightSource[0].specular ;
|
||
|
|
||
|
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||
|
// normal should be reversed.
|
||
|
//n = (2.0 * gl_Color.a - 1.0) * normal;
|
||
|
//n = normalize(n);
|
||
|
n = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
|
||
|
n = normalize(n);
|
||
|
|
||
|
NdotL = dot(n, lightDir);
|
||
|
if ((dist < 200.0) && (quality_level > 4))
|
||
|
{
|
||
|
noise_02m = Noise2D(rawPos.xy,0.1);
|
||
|
NdotL = NdotL + 0.4 * (noise_02m) * (1.0 - smoothstep(50.0, 100.0, dist)) * (1.0 - water_factor);
|
||
|
}
|
||
|
|
||
|
if (NdotL > 0.0) {
|
||
|
color += diffuse_term * NdotL;
|
||
|
|
||
|
|
||
|
NdotHV = max(dot(n, halfVector), 0.0);
|
||
|
|
||
|
if (gl_FrontMaterial.shininess > 0.0)
|
||
|
specular.rgb = ((gl_FrontMaterial.specular.rgb + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
||
|
* light_specular.rgb
|
||
|
* pow(NdotHV, (gl_FrontMaterial.shininess + 20.0 * water_factor)));
|
||
|
}
|
||
|
color.a = diffuse_term.a;
|
||
|
// This shouldn't be necessary, but our lighting becomes very
|
||
|
// saturated. Clamping the color before modulating by the texture
|
||
|
// is closer to what the OpenGL fixed function pipeline does.
|
||
|
color = clamp(color, 0.0, 1.0);
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
fragColor = color * texel + specular;
|
||
|
|
||
|
// here comes the terrain haze model
|
||
|
|
||
|
|
||
|
float delta_z = hazeLayerAltitude - eye_alt;
|
||
|
|
||
|
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
|
||
|
//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
|
||
|
//if (dist > 40.0)
|
||
|
{
|
||
|
|
||
|
alt = eye_alt;
|
||
|
|
||
|
|
||
|
float transmission;
|
||
|
float vAltitude;
|
||
|
float delta_zv;
|
||
|
float H;
|
||
|
float distance_in_layer;
|
||
|
float transmission_arg;
|
||
|
|
||
|
// angle with horizon
|
||
|
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||
|
|
||
|
|
||
|
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
||
|
|
||
|
if (delta_z > 0.0) // we're inside the layer
|
||
|
{
|
||
|
if (ct < 0.0) // we look down
|
||
|
{
|
||
|
distance_in_layer = dist;
|
||
|
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||
|
delta_zv = delta_z - vAltitude;
|
||
|
}
|
||
|
else // we may look through upper layer edge
|
||
|
{
|
||
|
H = dist * ct;
|
||
|
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
||
|
else {distance_in_layer = dist;}
|
||
|
vAltitude = min(distance_in_layer,visibility) * ct;
|
||
|
delta_zv = delta_z - vAltitude;
|
||
|
}
|
||
|
}
|
||
|
else // we see the layer from above, delta_z < 0.0
|
||
|
{
|
||
|
H = dist * -ct;
|
||
|
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
||
|
{
|
||
|
distance_in_layer = 0.0;
|
||
|
delta_zv = 0.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vAltitude = H + delta_z;
|
||
|
distance_in_layer = vAltitude/H * dist;
|
||
|
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
||
|
delta_zv = vAltitude;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ground haze cannot be thinner than aloft visibility in the model,
|
||
|
// so we need to use aloft visibility otherwise
|
||
|
|
||
|
|
||
|
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||
|
|
||
|
|
||
|
float eqColorFactor;
|
||
|
|
||
|
|
||
|
|
||
|
if (visibility < avisibility)
|
||
|
{
|
||
|
if (quality_level > 3)
|
||
|
{
|
||
|
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
||
|
}
|
||
|
// this combines the Weber-Fechner intensity
|
||
|
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering);
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (quality_level > 3)
|
||
|
{
|
||
|
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
||
|
}
|
||
|
// this combines the Weber-Fechner intensity
|
||
|
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
transmission = fog_func(transmission_arg);
|
||
|
|
||
|
// there's always residual intensity, we should never be driven to zero
|
||
|
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||
|
|
||
|
|
||
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
||
|
|
||
|
vec3 hazeColor;
|
||
|
|
||
|
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
||
|
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||
|
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||
|
|
||
|
|
||
|
// now dim the light for haze
|
||
|
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||
|
|
||
|
// Mie-like factor
|
||
|
|
||
|
if (lightArg < 10.0)
|
||
|
{intensity = length(hazeColor);
|
||
|
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
||
|
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
|
||
|
}
|
||
|
|
||
|
// high altitude desaturation of the haze color
|
||
|
|
||
|
intensity = length(hazeColor);
|
||
|
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
||
|
|
||
|
// blue hue of haze
|
||
|
|
||
|
hazeColor.x = hazeColor.x * 0.83;
|
||
|
hazeColor.y = hazeColor.y * 0.9;
|
||
|
|
||
|
|
||
|
// additional blue in indirect light
|
||
|
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
||
|
intensity = length(hazeColor);
|
||
|
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
||
|
|
||
|
// change haze color to blue hue for strong fogging
|
||
|
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
|
||
|
|
||
|
|
||
|
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||
|
|
||
|
float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||
|
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
|
||
|
|
||
|
|
||
|
gl_FragColor = fragColor;
|
||
|
|
||
|
|
||
|
}
|
||
|
else // if dist < threshold no fogging at all
|
||
|
{
|
||
|
gl_FragColor = fragColor;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|