1
0
Fork 0
fgdata/Shaders/ws30-ALS-detailed.frag

750 lines
22 KiB
GLSL
Raw Normal View History

WS30 shaders: Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out. Shader selection based on terrain quality setting: - Ultra - ws30-ALS-ultra frag/vert. - High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform. - Low - ws30-ALS frag/vert. Changelog: ws30-ALS vertex shaders: - Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used. ws30-ALS.frag: - Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation. ws30-ALS-ultra.frag and ws30-ALS-detailed.frag - World pos is assigned a value to allow noise functions to compile. - Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time. - Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier. Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-09 14:25:09 +00:00
// WS30 FRAGMENT SHADER
// -*-C++-*-
#version 130
#extension GL_EXT_texture_array : enable
// written by Thorsten Renk, Oct 2011, based on default.frag
//////////////////////////////////////////////////////////////////
// TEST PHASE TOGGLES AND CONTROLS
//
// Development tools:
// Reduce haze to almost zero, while preserving lighting. Useful for observing distant tiles.
// Keeps the calculation overhead. This can be used for profiling.
// Possible values: 0:Normal, 1:Reduced haze.
const int reduce_haze_without_removing_calculation_overhead = 0;
// Remove haze and lighting and shows just the texture.
// Useful for checking texture rendering and scenery.
// The compiler will likely optimise out the haze and lighting calculations.
// Possible values: 0:Normal, 1:Just the texture.
const int remove_haze_and_lighting = 0;
//
// End of test phase controls
//////////////////////////////////////////////////////////////////
// written by Thorsten Renk, Oct 2011, based on default.frag
// Ambient term comes in gl_Color.rgb.
varying vec4 light_diffuse_comp;
varying vec3 normal;
varying vec3 relPos;
varying vec2 rawPos;
//varying vec3 worldPos;
// Testing code:
vec3 worldPos = vec3(5000.0, 6000.0, 7000.0) + vec3(vec2(rawPos), 600.0); // vec3(100.0, 10.0, 3.0);
//varying vec2 orthoTexCoord;
varying vec4 eyePos;
uniform sampler2D landclass;
uniform sampler2DArray textureArray;
uniform sampler1D dimensionsArray;
uniform sampler1D diffuseArray;
uniform sampler1D specularArray;
uniform sampler2D perlin;
//varying float yprime_alt;
//varying float mie_angle;
varying float steepness;
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 snowlevel;
uniform float dust_cover_factor;
uniform float lichen_cover_factor;
uniform float wetness;
uniform float fogstructure;
uniform float snow_thickness_factor;
uniform float cloud_self_shading;
uniform float season;
// Used by regional definitions
uniform float transition_model;
uniform float hires_overlay_bias;
uniform int quality_level;
uniform int tquality_level;
//uniform bool orthophotoAvailable;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
//Testing phase: Why are these in global scope in WS2 shaders?
float alt;
float eShade;
float yprime_alt;
float mie_angle;
float shadow_func (in float x, in float y, in float noise, in float dist);
float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
float Noise2D(in vec2 coord, in float wavelength);
float Noise3D(in vec3 coord, in float wavelength);
float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness);
float Strata3D(in vec3 coord, in float wavelength, in float variation);
float fog_func (in float targ, in float alt);
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_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 rayleigh_out_shift(in vec3 color, in float outscatter);
vec3 get_hazeColor(in float light_arg);
vec3 searchlight();
vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
//////////////////////////
// Test-phase code:
// These should be sent as uniforms
// Tile dimensions in meters
// vec2 tile_size = vec2(tile_width , tile_height);
// Testing: texture coords are sent flipped right now:
// Note tile_size is defined in the shader include: ws30-landclass-search-functions.frag.
// vec2 tile_size = vec2(tile_height , tile_width);
// From noise.frag
float rand2D(in vec2 co);
// These functions, and other function they depend on, are defined
// in ws30-ALS-landclass-search.frag.
// Create random landclasses without a texture lookup to stress test.
// Each square of square_size in m is assigned a random landclass value.
int get_random_landclass(in vec2 co, in vec2 tile_size);
// Lookup a ground texture at a point based on the landclass at that point, without visible
// seams at coordinate discontinuities or at landclass boundaries where texture are switched.
// The partial derivatives of the tile_coord at the fragment is needed to adjust for
// the stretching of different textures, so that the correct mip-map level is looked
// up and there are no seams.
vec4 lookup_ground_texture_array(in float index, in vec2 tile_coord, in int landclass_id,
in vec2 dx, in vec2 dy);
// Look up the landclass id [0 .. 255] for this particular fragment.
// Lookup id of any neighbouring landclass that is within the search distance.
// Searches are performed in upto 4 directions right now, but only one landclass is looked up
// Create a mix factor werighting the influences of nearby landclasses
void get_landclass_id(in vec2 tile_coord,
const in float landclass_texel_size_m, in vec2 dx, in vec2 dy,
out int landclass_id, out ivec4 neighbor_landclass_ids,
out int num_unique_neighbors,out vec4 mix_factor
);
// End Test-phase code
////////////////////////
void main()
{
yprime_alt = light_diffuse_comp.a;
//diffuse_term.a = 1.0;
mie_angle = gl_Color.a;
float effective_scattering = min(scattering, cloud_self_shading);
// distance to fragment
float dist = length(relPos);
// angle of view vector with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
//vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
vec4 texel;
vec4 snow_texel;
vec4 detail_texel;
vec4 mix_texel;
vec4 fragColor;
vec4 specular = vec4(0.0);
float intensity;
// get noise at different wavelengths
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
// 50m: detail texel
// 250m: detail texel
// 500m: distortion and overlay
// 1500m: overlay, detail, dust, fog
// 2000m: overlay, detail, snow, fog
float noise_10m;
float noise_5m;
noise_10m = Noise2D(rawPos.xy, 10.0);
noise_5m = Noise2D(rawPos.xy ,5.0);
float noisegrad_10m;
float noisegrad_5m;
float noise_50m = Noise2D(rawPos.xy, 50.0);;
float noise_250m = Noise3D(worldPos.xyz,250.0);
float noise_500m = Noise3D(worldPos.xyz, 500.0);
float noise_1500m = Noise3D(worldPos.xyz, 1500.0);
float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
//
// get the texels
// Oct 27 2021:
// Geometry is in the form of roughly rectangular 'tiles'
// with a mesh forming a grid with regular spacing.
// Each vertex in the mesh is given an elevation
// Tile dimensions in m
// Testing: created from two float uniforms in global scope. Should be sent as a vec2
// vec2 tile_size
// Tile texture coordinates range [0..1] over the tile 'rectangle'
vec2 tile_coord = gl_TexCoord[0].st;
// Test phase: Constants and toggles for transitions between landlcasses are defined at
// the top of this file.
// Look up the landclass id [0 .. 255] for this particular fragment
// and any neighbouring landclass that is close.
// Each tile has 1 texture containing landclass ids stetched over it.
// Landclass for current fragment, and up-to 4 neighboring landclasses - 2 used currently
int lc;
ivec4 lc_n;
int num_unique_neighbors = 0;
// Mix factor of base textures for 2 neighbour landclass(es)
vec4 mfact;
const float landclass_texel_size_m = 25.0;
// Partial derivatives of s and t for this fragment,
// with respect to window (screen space) x and y axes.
// Used to pick mipmap LoD levels, and turn off unneeded procedural detail
vec2 dx = dFdx(tile_coord);
vec2 dy = dFdy(tile_coord);
get_landclass_id(tile_coord, landclass_texel_size_m, dx, dy,
lc, lc_n, num_unique_neighbors, mfact);
// The landclass id is used to index into arrays containing
// material parameters and textures for the landclass as
// defined in the regional definitions
float index = float(lc)/512.0;
vec4 index_n = vec4(lc_n)/512.0;
float mat_shininess = texture(dimensionsArray, index).z;
vec4 mat_diffuse = texture(diffuseArray, index);
vec4 mat_specular = texture(specularArray, index);
vec4 color = gl_Color;
color.a = 1.0;
// Testing code:
// Use rlc even when looking up textures to recreate the extra performance hit
// so any performance difference between the two is due to the texture lookup
// color.rgb = color.rgb+0.00001*float(get_random_landclass(tile_coord.st, tile_size));
// Look up ground textures by indexing into the texture array.
// Different textures are stretched along the ground to different
// lengths along each axes as set by <xsize> and <ysize>
// regional definitions parameters
// Look up texture coordinates and scale of ground textures
// Landclass for this fragment
texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
if (num_unique_neighbors != 0)
{
// Closest neighbor landclass
vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
// Neighbor contributions
vec4 texel_nc=texel_closest;
if (num_unique_neighbors > 1)
{
// 2nd Closest neighbor landclass
vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
dx, dy);
texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
}
texel = mix(texel, texel_nc, mfact[0]);
}
// Testing code: mix with green to show values of variables at each point
//vec4 green = vec4(0.0, 0.5, 0.0, 0.0);
//texel = mix(texel, green, (mfact[2]));
// Testing code: temp
mix_texel = texel;
detail_texel = texel;
int flag = 1;
int mix_flag = 1;
float local_autumn_factor = texel.a;
/*
if (orthophotoAvailable) {
vec4 sat_texel = texture2D(orthophotoTexture, orthoTexCoord);
if (sat_texel.a > 0) {
texel.rgb = sat_texel.rgb;
flag = 0;
mix_flag = 0;
}
}
*/
float distortion_factor = 1.0;
vec2 stprime;
float noise_term;
float snow_alpha;
//float view_angle = abs(dot(normal, normalize(ecViewdir)));
if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel))
{
float sfactor;
snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_500m + 0.1* (1.0 - noise_10m) );
snow_texel.r = snow_texel.r * (0.9 + 0.05 * (noise_10m + noise_5m));
snow_texel.g = snow_texel.g * (0.9 + 0.05 * (noise_10m + noise_5m));
snow_texel.a = 1.0;
noise_term = 0.1 * (noise_500m-0.5);
sfactor = sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
noise_term = noise_term + 0.2 * (noise_50m -0.5) * (1.0 - smoothstep(18000.0*sfactor, 40000.0*sfactor, dist) ) ;
noise_term = noise_term + 0.3 * (noise_10m -0.5) * (1.0 - smoothstep(4000.0 * sfactor, 8000.0 * sfactor, dist) ) ;
if (dist < 3000.0*sfactor){ noise_term = noise_term + 0.3 * (noise_5m -0.5) * (1.0 - smoothstep(1000.0 * sfactor, 3000.0 *sfactor, dist) );}
snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
}
if ((tquality_level > 2) && (mix_flag == 1))
{
//mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3); // temp
if (mix_texel.a <0.1) {mix_flag = 0;}
}
if (tquality_level > 3 && (flag == 1))
{
stprime = vec2 (0.86*gl_TexCoord[0].s + 0.5*gl_TexCoord[0].t, 0.5*gl_TexCoord[0].s - 0.86*gl_TexCoord[0].t);
//distortion_factor = 0.9375 + (1.0 * nvL[2]);
distortion_factor = 0.97 + 0.06 * noise_500m;
stprime = stprime * distortion_factor * 15.0;
if (quality_level > 4)
{
stprime = stprime + normalize(relPos).xy * 0.02 * (noise_10m + 0.5 * noise_5m - 0.75);
}
//detail_texel = texture2D(detail_texture, stprime); // temp
if (detail_texel.a <0.1) {flag = 0;}
}
// texture preparation according to detail level
// mix in hires texture patches
float dist_fact;
float nSum;
float mix_factor;
if (tquality_level > 2)
{
// first the second texture overlay
// transition model 0: random patch overlay without any gradient information
// transition model 1: only gradient-driven transitions, no randomness
if (mix_flag == 1)
{
nSum = 0.18 * (2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
nSum = mix(nSum, 0.5, max(0.0, 2.0 * (transition_model - 0.5)));
nSum = nSum + 0.4 * (1.0 -smoothstep(0.9,0.95, abs(steepness)+ 0.05 * (noise_50m - 0.5))) * min(1.0, 2.0 * transition_model);
mix_factor = smoothstep(0.5, 0.54, nSum);
texel = mix(texel, mix_texel, mix_factor);
local_autumn_factor = texel.a;
}
// then the detail texture overlay
}
if (tquality_level > 3)
{
if (dist < 40000.0)
{
if (flag == 1)
{
//noise_50m = Noise2D(rawPos.xy, 50.0);
//noise_250m = Noise2D(rawPos.xy, 250.0);
dist_fact = 0.1 * smoothstep(15000.0,40000.0, dist) - 0.03 * (1.0 - smoothstep(500.0,5000.0, dist));
nSum = ((1.0 -noise_2000m) + noise_1500m + 2.0 * noise_250m +noise_50m)/5.0;
nSum = nSum - 0.08 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
mix_factor = smoothstep(0.47, 0.54, nSum +hires_overlay_bias - dist_fact);
if (mix_factor > 0.8) {mix_factor = 0.8;}
texel = mix(texel, detail_texel,mix_factor);
local_autumn_factor = texel.a;
}
}
}
// autumn colors
float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ;
texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r);
texel.g = texel.g;
texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b);
if (local_autumn_factor < 1.0)
{
intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
}
const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);;
//float snow_alpha;
if (quality_level > 3)
{
// mix vegetation
texel = mix(texel, lichen_color, 0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m)) );
// mix dust
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
// mix snow
if (relPos.z + eye_alt +500.0 > snowlevel)
{
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
//texel = mix(texel, snow_texel, texel_snow_fraction);
texel = mix(texel, snow_texel, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
}
}
else if (relPos.z + eye_alt +500.0 > snowlevel)
{
float snow_alpha = 0.5+0.5* smoothstep(0.2,0.8, 0.3 + snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
// texel = vec4(dot(vec3(0.2989, 0.5870, 0.1140), texel.rgb));
texel = mix(texel, vec4(1.0), snow_alpha* smoothstep(snowlevel, snowlevel+200.0, (relPos.z + eye_alt)));
}
// get distribution of water when terrain is wet
float water_threshold1;
float water_threshold2;
float water_factor =0.0;
if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
{
water_threshold1 = 1.0-0.5* wetness;
water_threshold2 = 1.0 - 0.3 * wetness;
water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
}
// darken wet terrain
texel.rgb = texel.rgb * (1.0 - 0.6 * wetness);
// light computations
vec4 light_specular = gl_LightSource[0].specular;
// 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 = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
n = normalize(n);
NdotL = dot(n, lightDir);
if ((tquality_level > 3) && (mix_flag ==1)&& (dist < 2000.0) && (quality_level > 4))
{
noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
NdotL = NdotL + 1.0 * (noisegrad_10m + 0.5* noisegrad_5m) * mix_factor/0.8 * (1.0 - smoothstep(1000.0, 2000.0, dist));
}
if (NdotL > 0.0) {
float shadowmap = getShadowing();
vec4 diffuse_term = light_diffuse_comp * mat_diffuse;
color += diffuse_term * NdotL * shadowmap;
NdotHV = max(dot(n, halfVector), 0.0);
if (mat_shininess > 0.0)
specular.rgb = (mat_specular.rgb
* light_specular.rgb
* pow(NdotHV, mat_shininess)
* shadowmap);
}
color.a = 1.0;//diffuse_term.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);
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, texel.rgb);
// here comes the terrain haze model
float delta_z = hazeLayerAltitude - eye_alt;
if (dist > 0.04 * min(visibility,avisibility))
//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
//if (dist > 40.0)
{
alt = eye_alt;
float transmission;
float vAltitude;
float delta_zv;
float H;
float distance_in_layer;
float transmission_arg;
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
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;
}
}
// ground haze cannot be thinner than aloft visibility in the model,
// so we need to use aloft visibility otherwise
transmission_arg = (dist-distance_in_layer)/avisibility;
float eqColorFactor;
if (visibility < avisibility)
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/visibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering);
}
else
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
}
transmission = fog_func(transmission_arg, alt);
// there's always residual intensity, we should never be driven to zero
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor = get_hazeColor(lightArg);
// now dim the light for haze
eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
// Mie-like factor
if (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);
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
{
// high altitude desaturation of the haze color
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
// blue hue of haze
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
// additional blue in indirect light
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,eShade) ));
// change haze color to blue hue for strong fogging
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
// reduce haze intensity when looking at shaded surfaces, only in terminator region
float shadow = mix( min(1.0 + dot(n,lightDir),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));
// don't let the light fade out too rapidly
lightArg = (terminator + 200000.0)/100000.0;
float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
hazeColor *= eqColorFactor * eShade;
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
}
// Testing phase controls
if (reduce_haze_without_removing_calculation_overhead == 1)
{
transmission = 1.0 - (transmission/1000000.0);
}
fragColor.rgb = mix(clamp(hazeColor,0.0,1.0) , clamp(fragColor.rgb,0.0,1.0),transmission);
}
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
// Testing phase controls:
if (remove_haze_and_lighting == 1)
{
gl_FragColor = texel;
}
}