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fgdata/Compositor/Shaders/ALS/cloud-static-detailed.frag

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// -*-C++-*-
#version 120
uniform float fg_Fcoef;
uniform sampler2D baseTexture;
uniform float ring_factor;
uniform float rainbow_factor;
varying float fogFactor;
varying float mie_frag;
varying float eShade;
varying vec3 hazeColor;
varying float flogz;
vec3 filter_combined (in vec3 color) ;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
float fwd_enhancement = smoothstep(0.8, 1.0, mie_frag) * eShade;
float light_intensity = length(gl_Color.rgb)/1.76;
//22 deg ring
float halo_ring_enhancement = smoothstep (0.88, 0.927, mie_frag) * (1.0 - smoothstep(0.927, 0.94, mie_frag)) * eShade * 1.5 * ring_factor;
float halo_ring_enhancement_b = smoothstep (0.88, 0.90, mie_frag) * (1.0 - smoothstep(0.90, 0.92, mie_frag)) * eShade * ring_factor;
float halo_ring_enhancement_r = smoothstep (0.91, 0.93, mie_frag) * (1.0 - smoothstep(0.93, 0.955, mie_frag)) * eShade * ring_factor;
vec4 finalColor = base * gl_Color;
float reduction = 0.16 * light_intensity * rainbow_factor;
finalColor.g *= (1.0 - reduction * halo_ring_enhancement_r);
finalColor.b *= (1.0 - reduction * halo_ring_enhancement_r);
finalColor.r *= (1.0 - reduction * halo_ring_enhancement_b);
finalColor.g *= (1.0 - reduction * halo_ring_enhancement_b);
fwd_enhancement *=(1.0-smoothstep(0.8, 1.0, light_intensity));
finalColor.rgb *= (1.0 + fwd_enhancement) * (1.0 + 0.5 * halo_ring_enhancement * (1.0-smoothstep(0.8, 1.0, light_intensity))) ;
finalColor.a *= (1.0 + 0.5 * halo_ring_enhancement);
finalColor.rgb = clamp(finalColor.rgb, 0.0, 1.0);
finalColor.a = clamp(finalColor.a, 0.0, 1.0);
vec4 fragColor = vec4 (mix(hazeColor, finalColor.rgb, fogFactor ), mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor)));
fragColor.rgb = filter_combined(fragColor.rgb);
//fragColor.rgb = vec3 (1.0, 0.0, 0.0);
gl_FragColor = fragColor;
// logarithmic depth
gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}