144 lines
4.5 KiB
GLSL
144 lines
4.5 KiB
GLSL
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// -*-C++-*-
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// <20> Vivian Meazza - 2011
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// Shader that uses OpenGL state values to do per-pixel lighting
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//
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// The only light used is gl_LightSource[0], which is assumed to be
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// directional.
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//
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// Diffuse colors come from the gl_Color, ambient from the material. This is
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// equivalent to osg::Material::DIFFUSE.
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#version 120
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#define fps2kts 0.5925
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#define MODE_OFF 0
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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// The ambient term of the lighting equation that doesn't depend on
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// the surface normal is passed in gl_{Front,Back}Color. The alpha
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// component is set to 1 for front, 0 for back in order to work around
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// bugs with gl_FrontFacing in the fragment shader.
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varying vec4 diffuse_term;
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varying vec3 normal;
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//varying float fogCoord;
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uniform int colorMode;
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uniform float osg_SimulationTime;
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uniform float Offset, AmpFactor, WindE, WindN, spd, hdg;
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uniform sampler3D Noise;
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////fog "include"////////
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//uniform int fogType;
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//
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//void fog_Func(int type);
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/////////////////////////
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/////// functions /////////
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float normalize_range(float _val)
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{
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if (_val > 180.0)
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return _val - 360.0;
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else
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return _val;
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}
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void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad)
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{
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//calculate speed north and east in kts
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float speed_north_kts = cos(radians(hdg)) * spd ;
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float speed_east_kts = sin(radians(hdg)) * spd ;
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//calculate the relative wind speed north and east in kts
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float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts;
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float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts;
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//combine relative speeds north and east to get relative windspeed in kts
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rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2.0)
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+ pow(abs(rel_wind_speed_from_north_kts), 2.0));
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//calculate the relative wind direction
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float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts));
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//rel_wind_from_rad = atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts);
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float rel_wind = rel_wind_from_deg - hdg;
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rel_wind = normalize_range(rel_wind);
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rel_wind_from_rad = radians(rel_wind);
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}
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void rotationmatrix(in float angle, out mat4 rotmat)
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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sin( angle ), cos( angle ), 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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void main()
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{
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mat4 RotationMatrix;
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float relWindspd=0.0;
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float relWinddir=0.0;
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// compute relative wind speed and direction
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relWind (relWindspd, relWinddir);
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// map noise vector
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vec4 noisevec = texture3D(Noise, gl_Vertex.xyz);
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//waving effect
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float tsec = osg_SimulationTime;
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vec4 pos = gl_Vertex;
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vec4 oldpos = gl_Vertex;
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float freq = (10.0 * relWindspd) + 10.0;
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pos.y = sin((pos.x * 5.0 + tsec * freq )/5.0) * 0.5 ;
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pos.y += sin((pos.z * 5.0 + tsec * freq/2.0)/5.0) * 0.125 ;
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pos.y *= pow(pos.x - Offset, 2.0) * AmpFactor;
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//rotate the flag to align with relative wind
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rotationmatrix(-relWinddir, RotationMatrix);
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pos *= RotationMatrix;
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gl_Position = gl_ModelViewProjectionMatrix * pos;
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//do the colour and fog
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vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = gl_NormalMatrix * gl_Normal;
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vec4 ambient_color, diffuse_color;
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if (colorMode == MODE_DIFFUSE) {
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diffuse_color = gl_Color;
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ambient_color = gl_FrontMaterial.ambient;
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} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
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diffuse_color = gl_Color;
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ambient_color = gl_Color;
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} else {
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diffuse_color = gl_FrontMaterial.diffuse;
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ambient_color = gl_FrontMaterial.ambient;
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}
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diffuse_term = diffuse_color * gl_LightSource[0].diffuse;
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vec4 ambient_term = ambient_color * gl_LightSource[0].ambient;
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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diffuse_term.a = gl_FrontMaterial.diffuse.a;
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else
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diffuse_term.a = gl_Color.a;
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// Another hack for supporting two-sided lighting without using
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// gl_FrontFacing in the fragment shader.
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gl_FrontColor.rgb = ambient_term.rgb; gl_FrontColor.a = 0.0;
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gl_BackColor.rgb = ambient_term.rgb; gl_FrontColor.a = 1.0;
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// fogCoord = abs(ecPosition.z / ecPosition.w);
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//fog_Func(fogType);
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}
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