1
0
Fork 0
fgdata/Shaders/ubershader-lightfield.frag

462 lines
15 KiB
GLSL
Raw Normal View History

// -*- mode: C; -*-
// Licence: GPL v2
// Authors: Frederic Bouvier and Gijs de Rooy
// with major additions and revisions by
// Emilian Huminiuc and Vivian Meazza 2011
// ported to Atmospheric Light Scattering
// by Thorsten Renk, 2013
#version 120
varying vec3 rawpos;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 vViewVec;
varying vec3 reflVec;
varying vec3 vertVec;
varying float alpha;
uniform samplerCube Environment;
uniform sampler2D BaseTex;
uniform sampler2D NormalTex;
uniform sampler2D LightMapTex;
uniform sampler2D ReflMapTex;
uniform sampler2D ReflFresnelTex;
uniform sampler2D ReflRainbowTex;
uniform sampler3D ReflNoiseTex;
uniform int nmap_enabled;
uniform int nmap_dds;
uniform int refl_enabled;
uniform int refl_map;
uniform int lightmap_enabled;
uniform int lightmap_multi;
uniform int shader_qual;
uniform int dirt_enabled;
uniform int dirt_multi;
uniform float lightmap_r_factor;
uniform float lightmap_g_factor;
uniform float lightmap_b_factor;
uniform float lightmap_a_factor;
uniform float refl_correction;
uniform float refl_fresnel;
uniform float refl_rainbow;
uniform float refl_noise;
uniform float amb_correction;
uniform float dirt_r_factor;
uniform float dirt_g_factor;
uniform float dirt_b_factor;
uniform float nmap_tile;
uniform float hazeLayerAltitude;
uniform float visibility;
uniform float avisibility;
uniform float terminator;
uniform float terrain_alt;
uniform float overcast;
uniform float ground_scattering;
uniform float scattering;
uniform float moonlight;
uniform float cloud_self_shading;
uniform float eye_alt;
uniform mat4 osg_ViewMatrixInverse;
uniform mat4 osg_ViewMatrix;
// constants needed by the light and fog computations ###################################################
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
uniform vec3 lightmap_r_color;
uniform vec3 lightmap_g_color;
uniform vec3 lightmap_b_color;
uniform vec3 lightmap_a_color;
uniform vec3 dirt_r_color;
uniform vec3 dirt_g_color;
uniform vec3 dirt_b_color;
float alt;
///fog include//////////////////////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
////////////////////////////////////
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
if (x > 30.0) {return e;}
if (x < -15.0) {return 0.0;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
float fog_func (in float targ)
{
float fade_mix;
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which objects are drawn unfogged
if (alt < 30000.0)
{return exp(-targ - targ * targ * targ * targ);}
else if (alt < 50000.0)
{
fade_mix = (alt - 30000.0)/20000.0;
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
}
else
{
return exp(- targ * targ - pow(targ,4.0));
}
}
void main (void)
{
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * nmap_tile);
vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st);
vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz);
vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st);
vec3 mixedcolor;
vec3 N = vec3(0.0,0.0,1.0);
float pf = 0.0;
///some generic light scattering parameters
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
float alt = eye_alt;
float effective_scattering = min(scattering, cloud_self_shading);
/// BEGIN geometry for light
vec3 up = (gl_ModelViewMatrix * vec4(0.0,0.0,1.0,0.0)).xyz;
//vec4 worldPos3D = (osg_ViewMatrixInverse * vec4 (0.0,0.0,0.0, 1.0));
//worldPos3D.a = 0.0;
//vec3 up = (osg_ViewMatrix * worldPos3D).xyz;
float dist = length(vertVec);
float vertex_alt = max(100.0,dot(up, vertVec) + alt);
float vertex_scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
vec3 lightHorizon = gl_LightSource[0].position.xyz - up * dot(up,gl_LightSource[0].position.xyz);
float yprime = -dot(vertVec, lightHorizon);
float yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
float lightArg = (terminator-yprime_alt)/100000.0;
float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
float mie_angle;
if (lightArg < 10.0)
{mie_angle = (0.5 * dot(normalize(vertVec), normalize(gl_LightSource[0].position.xyz)) ) + 0.5;}
else
{mie_angle = 1.0;}
float fog_vertex_alt = max(vertex_alt,hazeLayerAltitude);
float fog_yprime_alt = yprime_alt;
if (fog_vertex_alt > hazeLayerAltitude)
{
if (dist > 0.8 * avisibility)
{
fog_vertex_alt = mix(fog_vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
fog_yprime_alt = yprime -sqrt(2.0 * EarthRadius * fog_vertex_alt);
}
}
else
{
fog_vertex_alt = hazeLayerAltitude;
fog_yprime_alt = yprime -sqrt(2.0 * EarthRadius * fog_vertex_alt);
}
float fog_lightArg = (terminator-fog_yprime_alt)/100000.0;
float fog_earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, fog_yprime_alt) + 0.1;
float ct = dot(normalize(up), normalize(vertVec));
/// END geometry for light
/// BEGIN light
vec4 light_diffuse;
vec4 light_ambient;
float intensity;
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 * vertex_scattering;
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
if (earthShade < 0.5)
{
intensity = length(light_ambient.rgb);
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
intensity = length(light_diffuse.rgb);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}
/// END light
///BEGIN bump
if (nmap_enabled > 0 && shader_qual > 2){
N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0)
{
N = -N;
}
} else {
N = normalize(VNormal);
}
///END bump
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
vec3 viewVec = normalize(vViewVec);
float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
//glare on the backside of tranparent objects
if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0)
&& dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) {
nDotVP = max(0.0, dot(-N, normalize(gl_LightSource[0].position.xyz)));
nDotHV = max(0.0, dot(-N, normalize(gl_LightSource[0].halfVector.xyz)));
}
if (nDotVP == 0.0)
pf = 0.0;
else
pf = pow(nDotHV, gl_FrontMaterial.shininess);
//vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
vec4 Diffuse = light_diffuse * nDotVP;
//vec4 Specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pf;
vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf;
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
color += Specular * gl_FrontMaterial.specular * nmap.a;
color = clamp( color, 0.0, 1.0 );
////////////////////////////////////////////////////////////////////
//BEGIN reflect
////////////////////////////////////////////////////////////////////
if (refl_enabled > 0 && shader_qual > 1){
float reflFactor = 0.0;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
if(refl_map > 0){
// map the shininess of the object with user input
//float pam = (map.a * -2) + 1; //reverse map
reflFactor = reflmap.a + transparency_offset;
} else if (nmap_enabled > 0 && shader_qual > 2) {
// set the reflectivity proportional to shininess with user input
reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
} else {
reflFactor = gl_FrontMaterial.shininess* 0.0078125 + transparency_offset;
}
reflFactor = clamp(reflFactor, 0.0, 1.0);
// add fringing fresnel and rainbow effects and modulate by reflection
vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
reflcolor += Specular * nmap.a;
vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
raincolor += Specular * nmap.a;
mixedcolor = mix(texel, raincolor, reflFactor).rgb;
} else {
mixedcolor = texel.rgb;
}
/////////////////////////////////////////////////////////////////////
//END reflect
/////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//begin DIRT
//////////////////////////////////////////////////////////////////////
if (dirt_enabled > 0.0){
vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
//dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
if (dirt_multi > 0) {
//dirtFactor.g = smoothstep(0.0, 1.0, dirtFactor.g);
//dirtFactor.b = smoothstep(0.0, 1.0, dirtFactor.b);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g));
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b));
}
}
//////////////////////////////////////////////////////////////////////
//END Dirt
//////////////////////////////////////////////////////////////////////
// set ambient adjustment to remove bluiness with user input
float ambient_offset = clamp(amb_correction, -1.0, 1.0);
//vec4 ambient = gl_LightModel.ambient + gl_LightSource[0].ambient;
vec4 ambient = gl_LightModel.ambient + light_ambient;
vec4 ambient_Correction = vec4(ambient.rg, ambient.b * 0.6, 1.0)
* ambient_offset ;
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
color.a = texel.a * alpha;
vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
fragColor += Specular * nmap.a;
//////////////////////////////////////////////////////////////////////
// BEGIN lightmap
//////////////////////////////////////////////////////////////////////
if ( lightmap_enabled >= 1 ) {
vec3 lightmapcolor = vec3(0.0);
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
lightmap_b_factor, lightmap_a_factor);
lightmapFactor = lightmapFactor * lightmapTexel;
if (lightmap_multi >0 ){
lightmapcolor = lightmap_r_color * lightmapFactor.r +
lightmap_g_color * lightmapFactor.g +
lightmap_b_color * lightmapFactor.b +
lightmap_a_color * lightmapFactor.a ;
} else {
lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
}
fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
}
//////////////////////////////////////////////////////////////////////
// END lightmap
/////////////////////////////////////////////////////////////////////
/// BEGIN fog amount
float transmission;
float vAltitude;
float delta_zv;
float H;
float distance_in_layer;
float transmission_arg;
float eqColorFactor;
float delta_z = hazeLayerAltitude - eye_alt;
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
{
if (delta_z > 0.0) // we're inside the layer
{
if (ct < 0.0) // we look down
{
distance_in_layer = dist;
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
delta_zv = delta_z - vAltitude;
}
else // we may look through upper layer edge
{
H = dist * ct;
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
else {distance_in_layer = dist;}
vAltitude = min(distance_in_layer,visibility) * ct;
delta_zv = delta_z - vAltitude;
}
}
else // we see the layer from above, delta_z < 0.0
{
H = dist * -ct;
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
{
distance_in_layer = 0.0;
delta_zv = 0.0;
}
else
{
vAltitude = H + delta_z;
distance_in_layer = vAltitude/H * dist;
vAltitude = min(distance_in_layer,visibility) * (-ct);
delta_zv = vAltitude;
}
}
transmission_arg = (dist-distance_in_layer)/avisibility;
if (visibility < avisibility)
{
transmission_arg = transmission_arg + (distance_in_layer/visibility);
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
}
transmission = fog_func(transmission_arg);
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
}
else
{
eqColorFactor = 1.0;
transmission = 1.0;
}
/// END fog amount
/// BEGIN fog color
vec3 hazeColor;
if (transmission< 1.0)
{
hazeColor.b = light_func(fog_lightArg-0.5, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
hazeColor.g = light_func(fog_lightArg-0.5, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
hazeColor.r = light_func(fog_lightArg-0.5, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
if (fog_lightArg < 10.0)
{
intensity = length(hazeColor);
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
}
intensity = length(hazeColor);
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
hazeColor.r = hazeColor.r * 0.83;
hazeColor.g = hazeColor.g * 0.9;
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
intensity = length(hazeColor);
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,fog_earthShade) ));
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
float shadow = mix( min(1.0 + dot(VNormal,gl_LightSource[0].position.xyz),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
}
else
{
hazeColor = vec3 (1.0, 1.0, 1.0);
}
/// END fog color
fragColor = clamp(fragColor, 0.0, 1.0);
//fragColor = fragColor * smoothstep(-0.05, 0.05, ct);
fragColor.rgb = mix(eqColorFactor * hazeColor * fog_earthShade, fragColor.rgb,transmission);
gl_FragColor = fragColor;
}