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fgdata/Shaders/model-interior-ALS-base.frag

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// -*-C++-*-
#version 120
// written by Thorsten Renk, Oct 2015
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec4 ecPosition;
uniform sampler2D texture;
uniform samplerCube cube_texture;
varying float yprime_alt;
varying float mie_angle;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
uniform float eye_alt;
uniform float cloud_self_shading;
uniform float angle;
uniform float threshold_low;
uniform float threshold_high;
uniform float emit_intensity;
uniform float light_radius;
uniform vec3 offset_vec;
uniform vec3 scale_vec;
uniform vec3 tag_color;
uniform vec3 emit_color;
uniform vec3 light_filter_one;
uniform vec3 light_filter_two;
uniform int quality_level;
uniform int tquality_level;
uniform int use_searchlight;
uniform int implicit_lightmap_enabled;
uniform int use_flashlight;
uniform bool shadow_mapping_enabled;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float fog_func (in float targ, in float alt);
float alt_factor(in float eye_alt, in float vertex_alt);
float light_distance_fading(in float dist);
float fog_backscatter(in float avisibility);
vec3 get_hazeColor(in float light_arg);
vec3 flashlight(in vec3 color, in float radius);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
}
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
x = x - 0.5;
// use the asymptotics to shorten computations
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));
}
// this determines how light is attenuated in the distance
// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
// for distance > visibility
void main()
{
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 texel;
vec4 fragColor;
vec4 specular = vec4(0.0);
float intensity;
float effective_scattering = min(scattering, cloud_self_shading);
eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
vec4 light_specular = gl_LightSource[0].specular * (eShade - 0.1);
// If gl_Color.a == 0, this is a back-facing polygon and the
// normal should be reversed.
n = (2.0 * gl_Color.a - 1.0) * normal;
n = normalize(n);
// lookup on the opacity map
vec3 light_vec = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz);
//vec3 light_vec = vec3 (-1.0,0.0,0.0);
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec3 scaled_pos = relPos + ep.xyz;
//vec3 lookup_vec = normalize(- normalize(light_vec) + relPos);
scaled_pos -= offset_vec;
float rangle = radians(angle);
mat2 rotMat = mat2 (cos(rangle), -sin(rangle), sin(rangle), cos(rangle));
scaled_pos.xy *=rotMat;
scaled_pos /= scale_vec;
//vec3 lookup_pos = dot(base1,scaled_pos) * base1 + dot(base2,scaled_pos) * base2;
vec3 lookup_pos = scaled_pos - light_vec * dot(light_vec, scaled_pos);
vec3 lookup_vec = normalize(normalize(light_vec) + lookup_pos);
vec4 opacity = textureCube(cube_texture, lookup_vec);
vec4 diffuse = diffuse_term;
NdotL = dot(n, lightDir);
//NdotL = dot(n, (gl_ModelViewMatrix * vec4 (light_vec,0.0)).xyz);
if (NdotL > 0.0) {
float shadowmap = 1.0;
if (shadow_mapping_enabled) {
shadowmap = getShadowing();
}
diffuse.rgb += 2.0 * diffuse.rgb * (1.0 - opacity.a);
color += diffuse * NdotL * opacity * shadowmap;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
* light_specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess)
* shadowmap);
}
color.a = diffuse.a;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.
//color = clamp(color, 0.0, 1.0);
vec3 secondary_light = vec3 (0.0,0.0,0.0);
if (use_flashlight == 1)
{
secondary_light.rgb += flashlight(light_filter_one, light_radius);
}
if (use_flashlight == 2)
{
secondary_light.rgb += flashlight(light_filter_two, light_radius);
}
float dist = length(relPos);
color.rgb += secondary_light * light_distance_fading(dist);
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
// implicit lightmap - the user gets to select
if (implicit_lightmap_enabled == 1)
{
float cdiff = (length(texel.rgb - tag_color));
float enhance = 1.0 - smoothstep(threshold_low, threshold_high, cdiff);
fragColor.rgb = fragColor.rgb + enhance * emit_color * emit_intensity;
}
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
}