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fgdata/Shaders/shadow-vol-ALS.vert

101 lines
3.1 KiB
GLSL
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// -*-C++-*-
#version 120
uniform float hazeLayerAltitude;
uniform float terminator;
uniform float terrain_alt;
uniform float overcast;
uniform float ground_scattering;
uniform float eye_alt;
uniform float moonlight;
uniform float alt_agl;
uniform float pitch;
uniform float roll;
uniform float gear_clearance;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
{
rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
0.0 , cosRx , -sinRx * cosRx, 0.0,
-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
0.0 , 0.0 , 0.0 , 1.0 );
}
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
if (x < -15.0) {return 0.0;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
void main()
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec3 relPos = gl_Vertex.xyz - ep.xyz;
// compute the strength of light
float vertex_alt = max(gl_Vertex.z,100.0);
float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
float yprime = -dot(relPos, lightHorizon);
float yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
float lightArg = (terminator-yprime_alt)/100000.0;
vec4 light_diffuse;
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse.a = 1.0;
light_diffuse = light_diffuse * scattering;
float shade_depth = 1.0 * smoothstep (0.6,0.95,ground_scattering) * (1.0-smoothstep(0.1,0.5,overcast)) * smoothstep(0.4,1.5,earthShade);
light_diffuse.rgb = light_diffuse.rgb * (1.0 + 1.2 * shade_depth);
//prepare rotation matrix
mat4 RotMatPR;
float _roll = roll;
if (_roll>90.0 || _roll < -90.0)
{_roll = -_roll;}
float cosRx = cos(radians(_roll));
float sinRx = sin(radians(_roll));
float cosRy = cos(radians(-pitch));
float sinRy = sin(radians(-pitch));
rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
// project the shadow onto the ground
vec4 vertex = RotMatPR * gl_Vertex;
vec4 pos = vertex;
pos.z = -0.9* alt_agl + 0.05 * vertex.z;
//pos.z = 0.05 * (vertex.z + gear_clearance);
// pos.z = pos.z - offset;
pos.xy -= lightFull.xy * 0.95* (alt_agl + vertex.z + gear_clearance)/lightFull.z;
gl_Position = gl_ModelViewProjectionMatrix * pos;
gl_FrontColor = light_diffuse;
gl_BackColor = gl_FrontColor;
}