2016-04-30 18:27:28 +00:00
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// -*-C++-*-
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uniform sampler2D texture;
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uniform float color_base_r;
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uniform float color_base_g;
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uniform float color_base_b;
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uniform float color_alt_r;
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uniform float color_alt_g;
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uniform float color_alt_b;
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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 scattering;
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uniform float osg_SimulationTime;
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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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const float terminator_width = 200000.0;
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float Noise2D(in vec2 coord, in float wavelength);
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float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand);
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float fog_func (in float targ, in float alt);
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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//x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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void main()
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{
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float noise = 0.0;
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vec3 color_base = vec3 (color_base_r, color_base_g, color_base_b);
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vec3 color_alt = vec3 (color_alt_r, color_alt_g, color_alt_b);
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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vec3 viewDir = normalize(relPos);
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vec2 lookup_coords = vertex.yz;
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lookup_coords.x += 0.03* osg_SimulationTime;
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float domain_size = 0.05;
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float r = length(vertex);
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float domain_noise = VoronoiNoise2D(lookup_coords, domain_size, 0.0, 0.0);
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domain_noise = domain_noise * (1.0- smoothstep(0.5, 1.0, r));
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if (domain_noise < 0.9) {discard;}
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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 earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, 0.0)) + 0.4;
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vec4 light_diffuse;
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light_diffuse.b = light_func(lightArg , 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0);
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light_diffuse.g = light_func(lightArg , 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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light_diffuse.a = 1.0;
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light_diffuse *=scattering;
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float intensity = length(light_diffuse.rgb);
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
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vec4 domainTexel;
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if (domain_noise > 0.9) {domainTexel = vec4 (1.0, 1.0, 1.0, 1.0);}
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else {domainTexel = vec4 (0.0, 0.0, 0.0, 0.0);}
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vec2 coords_raw = lookup_coords/domain_size;
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coords_raw += vec2(0.5,0.5);
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float coord_int_x = coords_raw.x - fract(coords_raw.x) ;
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float coord_int_y = coords_raw.y - fract(coords_raw.y) ;
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vec2 domain_coords = vec2 (coords_raw.x - coord_int_x, coords_raw.y - coord_int_y);
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float domain_x = coords_raw.x - coord_int_x;
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domain_coords.y = clamp(domain_coords.y, 0.05, 0.95);
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domain_coords.x *=0.25;
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float shape_select = 0.0;
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if (domain_noise > 0.975) {shape_select = 0.25;}
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else if (domain_noise > 0.95) {shape_select = 0.5;}
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else if (domain_noise > 0.925) {shape_select = 0.75;}
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float t_fact = fract(osg_SimulationTime);
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if (t_fact > 0.75) {shape_select +=0.75;}
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else if (t_fact > 0.5) {shape_select +=0.5;}
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else if (t_fact > 0.25) {shape_select +=0.25;}
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domain_coords.x += shape_select;
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vec4 shapeTexel = texture2D(texture, domain_coords);
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color_base.rgb = mix(color_alt.rgb, color_base.rgb, length(shapeTexel.rgb)/1.73);
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if ((domain_coords.y < 0.1) || (domain_coords.y > 0.9)) {shapeTexel.a = 0.0;}
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if ((domain_x < 0.1) || (domain_x > 0.9)) {shapeTexel.a = 0.0;}
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domainTexel.rgb *= color_base.rgb;
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vec4 birdTexel;
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2016-06-29 09:53:05 +00:00
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birdTexel.rgb = domainTexel.rgb * light_diffuse.rgb;
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2016-04-30 18:27:28 +00:00
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birdTexel.a = domainTexel.a * shapeTexel.a * transmission;
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gl_FragColor = birdTexel;
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}
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