2019-10-25 23:42:48 +00:00
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// -*-C++-*-
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#version 120
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varying vec2 rawPos;
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varying vec2 nPos;
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varying vec3 vertPos;
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varying vec3 normal;
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varying vec3 refl_vec;
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varying vec3 light_diffuse;
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varying float splash_angle;
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varying float Mie;
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varying float ambient_fraction;
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2020-04-04 15:57:33 +00:00
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varying float flogz;
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uniform float fg_Fcoef;
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2019-10-25 23:42:48 +00:00
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uniform sampler2D texture;
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uniform sampler2D frost_texture;
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uniform sampler2D func_texture;
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uniform samplerCube cube_texture;
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uniform samplerCube cube_light_texture;
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uniform vec4 tint;
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uniform vec3 overlay_color;
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uniform float rain_norm;
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uniform float ground_splash_norm;
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uniform float frost_level;
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uniform float fog_level;
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uniform float reflection_strength;
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uniform float overlay_alpha;
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uniform float overlay_glare;
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uniform float splash_x;
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uniform float splash_y;
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uniform float splash_z;
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uniform float lightmap_r_factor;
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uniform float lightmap_g_factor;
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uniform float lightmap_b_factor;
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uniform float lightmap_a_factor;
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uniform float osg_SimulationTime;
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uniform int use_reflection;
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uniform int use_reflection_lightmap;
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uniform int use_mask;
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uniform int use_wipers;
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uniform int use_overlay;
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uniform int adaptive_mapping;
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uniform int lightmap_multi;
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uniform vec3 lightmap_r_color;
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uniform vec3 lightmap_g_color;
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uniform vec3 lightmap_b_color;
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uniform vec3 lightmap_a_color;
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float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
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float DropletNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
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float Noise2D(in vec2 coord, in float wavelength);
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vec3 filter_combined (in vec3 color) ;
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void main()
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{
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vec4 texel;
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vec4 frost_texel;
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vec4 func_texel;
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texel = texture2D(texture, gl_TexCoord[0].st);
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texel *=gl_Color;
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vec2 frost_coords;
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if (adaptive_mapping == 1) {frost_coords = gl_TexCoord[0].st * 7.0;}
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else if (adaptive_mapping ==2) {frost_coords = nPos * 7.0;}
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else {frost_coords = vertPos.xy * 7.0;}
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frost_texel = texture2D(frost_texture, frost_coords);
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func_texel = texture2D(func_texture, gl_TexCoord[0].st);
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float noise_003m = Noise2D(vertPos.xy, 0.03);
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float noise_0003m = Noise2D(vertPos.xy, 0.003);
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// environment reflection, including a lightmap for the reflections
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vec4 reflection = textureCube(cube_texture, refl_vec);
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vec4 reflection_lighting = textureCube(cube_light_texture, refl_vec);
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vec3 lightmapcolor = vec3(0.0, 0.0, 0.0);
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if (use_reflection_lightmap == 1)
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{
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vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor);
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lightmapFactor = lightmapFactor * reflection_lighting;
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if (lightmap_multi > 0 )
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{
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lightmapcolor = lightmap_r_color * lightmapFactor.r +
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lightmap_g_color * lightmapFactor.g +
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lightmap_b_color * lightmapFactor.b +
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lightmap_a_color * lightmapFactor.a ;
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}
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else
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{
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lightmapcolor = reflection_lighting.rgb * lightmap_r_color * lightmapFactor.r;
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}
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}
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float lightmap_intensity = length(lightmapcolor);
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float light_fraction = clamp(lightmap_intensity / (length(light_diffuse.rgb) + 0.01), 0.0, 5.0);
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if (light_fraction < 1.0) {light_fraction = smoothstep(0.7, 1.0, light_fraction);}
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if (use_reflection ==1)
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{
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// to determine whether what we see reflected is currently in light, we make the somewhat drastic
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// assumption that its normal will be opposite to the glass normal
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// (which is mostly truish in a normal cockpit)
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float reflection_shade = ambient_fraction + (1.0-ambient_fraction) * max(0.0, dot (normalize(normal), normalize(gl_LightSource[0].position.xyz)));
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texel.rgb = mix(texel.rgb, reflection.rgb, (reflection_strength * reflection_shade * (1.0-Mie)));
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}
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//texel.rgb = mix(texel.rgb, lightmapcolor.rgb, lightmap_intensity);
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// overlay pattern
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if ((use_mask == 1) && (use_overlay==1))
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{
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vec4 overlay_texel = vec4(overlay_color, overlay_alpha);
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overlay_texel.rgb *= light_diffuse.rgb* (1.0 + (1.0 + overlay_glare)*Mie);
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overlay_texel.a *=(1.0 + overlay_glare* Mie);
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texel = mix(texel, overlay_texel, func_texel.b * overlay_texel.a);
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}
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// frost
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float fth = (1.0-frost_level) * 0.4 + 0.3;
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float fbl = 0.2 * frost_level;
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float frost_factor = (fbl + (1.0-fbl)* smoothstep(fth,fth+0.2,noise_003m)) * (4.0 + 4.0* Mie);
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float background_frost = 0.5 * smoothstep(0.7,1.0,frost_level);
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frost_texel.rgb = mix(frost_texel.rgb, vec3 (0.5,0.5,0.5), (1.0- smoothstep(0.0,0.02,frost_texel.a)));
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frost_texel.a =max(frost_texel.a, background_frost * (1.0- smoothstep(0.0,0.02,frost_texel.a)));
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frost_texel *= vec4(light_diffuse.rgb,0.5) * (1.0 + 3.0 * Mie);
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frost_factor = max(frost_factor, 0.8*background_frost);
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texel.rgb = mix(texel.rgb, frost_texel.rgb, frost_texel.a * frost_factor * smoothstep(0.0,0.1,frost_level));
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texel.a = max(texel.a, frost_texel.a * frost_level);
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// rain splashes
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vec3 splash_vec = vec3 (splash_x, splash_y, splash_z);
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float splash_speed = length(splash_vec);
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float rain_factor = 0.0;
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float rnorm = max(rain_norm, ground_splash_norm);
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if (rnorm > 0.0)
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{
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float droplet_size = (0.5 + 0.8 * rnorm) * (1.0 - 0.1 * splash_speed);
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vec2 rainPos = vec2 (rawPos.x * splash_speed, rawPos.y / splash_speed );
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rainPos.y = rainPos.y - 0.1 * smoothstep(1.0,2.0, splash_speed) * osg_SimulationTime;
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if (splash_angle> 0.0)
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{
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// the dynamically impacting raindrops
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float time_shape = 1.0;
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float base_rate = 6.0 + 3.0 * rnorm + 4.0 * (splash_speed - 1.0);
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float base_density = 0.6 * rnorm + 0.4 * (splash_speed -1.0);
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if ((use_mask ==1)&&(use_wipers==1)) {base_density *= (1.0 - 0.5 * func_texel.g);}
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float time_fact1 = (sin(base_rate*osg_SimulationTime));
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float time_fact2 = (sin(base_rate*osg_SimulationTime + 1.570));
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float time_fact3 = (sin(base_rate*osg_SimulationTime + 3.1415));
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float time_fact4 = (sin(base_rate*osg_SimulationTime + 4.712));
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time_fact1 = smoothstep(0.0,1.0, time_fact1);
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time_fact2 = smoothstep(0.0,1.0, time_fact2);
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time_fact3 = smoothstep(0.0,1.0, time_fact3);
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time_fact4 = smoothstep(0.0,1.0, time_fact4);
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rain_factor += DotNoise2D(rawPos.xy, 0.02 * droplet_size ,0.5, base_density ) * time_fact1;
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rain_factor += DotNoise2D(rainPos.xy, 0.03 * droplet_size,0.4, base_density) * time_fact2;
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rain_factor += DotNoise2D(rawPos.xy, 0.04 * droplet_size ,0.3, base_density)* time_fact3;
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rain_factor += DotNoise2D(rainPos.xy, 0.05 * droplet_size ,0.25, base_density)* time_fact4;
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}
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// the static pattern of small droplets created by the splashes
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float sweep = min(1./splash_speed,1.0);
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if ((use_mask ==1)&&(use_wipers==1)) {sweep *= (1.0 - func_texel.g);}
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if (adaptive_mapping ==2) {rainPos = nPos;}
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rain_factor += DropletNoise2D(rainPos.xy, 0.02 * droplet_size ,0.5, 0.6* rnorm * sweep);
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rain_factor += DotNoise2D(rainPos.xy, 0.012 * droplet_size ,0.7, 0.6* rnorm * sweep);
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}
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rain_factor = smoothstep(0.1,0.2, rain_factor) * (1.0 - smoothstep(0.4,1.0, rain_factor) * (0.2+0.8*noise_0003m));
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vec4 rainColor = vec4 (0.2,0.2, 0.2, 0.6 - 0.3 * smoothstep(1.0,2.0, splash_speed));
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rainColor.rgb *= length(light_diffuse)/1.73;
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// glass tint
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vec4 outerColor = mix(texel, rainColor, rain_factor);
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// now mix illuminated reflections in
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vec3 reflLitColor = reflection.rgb * lightmapcolor.rgb;
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outerColor.rgb = mix(outerColor.rgb, reflLitColor, clamp(reflection_strength * light_fraction,0.0,1.0));
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outerColor.a = max(outerColor.a, 0.1 * light_fraction * reflection_strength);
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outerColor *= tint;
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// fogging - this is inside the glass
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vec4 fog_texel = vec4 (0.6,0.6,0.6, fog_level);
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if (use_mask == 1) {fog_texel.a = fog_texel.a * func_texel.r;}
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fog_texel *= vec4(light_diffuse.rgb,1.0);
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fog_texel.rgb *= (1.0 + 3.0 * Mie);
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fog_texel.a *= min((1.0 + 0.5 * Mie), 0.85);
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vec4 fragColor;
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fragColor.rgb = mix(outerColor.rgb, fog_texel.rgb, fog_texel.a);
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fragColor.a = max(outerColor.a, fog_texel.a);
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fragColor.rgb = filter_combined(fragColor.rgb);
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gl_FragColor = clamp(fragColor,0.0,1.0);
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2020-04-04 15:57:33 +00:00
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// logarithmic depth
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gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
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2019-10-25 23:42:48 +00:00
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}
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