175 lines
5.6 KiB
GLSL
175 lines
5.6 KiB
GLSL
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// -*-C++-*-
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#version 120
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// Shader that takes a list of GL_POINTS and draws a light (point-sprite like
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// texture, more accurately a light halo) at the given point. This shader
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// provides support for light animations like blinking, time period handling
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// for lights on only during night time or in low visiblity and directional
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// lighting.
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//
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// The actual rendering code is heavily based on an existing implementation
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// found at:
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// FGData commit 9355d464c175bd5d51ba32527180ed4e94e86fbb
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// Shaders/surface-lights-ALS.frag
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// with minor modifications for readability and tuning.
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//
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// Licence: GPL v2+
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// Written by Fahim Dalvi, January 2021
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uniform sampler2D texture;
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uniform float visibility;
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uniform float avisibility;
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uniform float hazeLayerAltitude;
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uniform float eye_alt;
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uniform float terminator;
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uniform bool use_IR_vision;
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uniform bool use_night_vision;
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varying vec3 relativePosition;
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varying vec2 rawPosition;
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varying float apparentSize;
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varying float haloSize;
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varying float lightSize;
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varying float lightIntensity;
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float alt;
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float Noise2D(in vec2 coord, in float wavelength);
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float fog_func (in float targ)
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{
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float fade_mix;
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// for large altitude > 30 km, we switch to some component of quadratic distance fading to
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// create the illusion of improved visibility range
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targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
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if (alt < 30000.0) {
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return exp(-targ - targ * targ * targ * targ);
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} else if (alt < 50000.0) {
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fade_mix = (alt - 30000.0)/20000.0;
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return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
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} else {
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return exp(- targ * targ - pow(targ,4.0));
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}
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}
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float light_sprite (in vec2 coord, in float transmission, in float noise)
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{
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// Center the texture coordinates at (0,0)
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coord.s = coord.s - 0.5;
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coord.t = coord.t - 0.5;
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// Radius of the current pixel from the center of the light ranging from 0 to 1
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float r = length(coord) * 2;
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// If the light is too small, return constant intensity
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if (apparentSize<1.3) {return 0.08;}
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// Calculate the rays (star-shaped structure) around the light
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// These are randomized for every light based on `noise`
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float angle = noise * 6.2832;
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float sinphi = dot(vec2 (sin(angle),cos(angle)), normalize(coord));
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float sinterm = sin(mod((sinphi-3.0) * (sinphi-3.0),6.2832));
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float ray = 0.0;
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if (sinterm == 0.0) {
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ray = 0.0;
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} else {
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ray = sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm;
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}
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ray *= 0.2 * exp(-4 * pow(r, 2.5));
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float fogEffect = (1.0-smoothstep(0.4, 0.8, transmission));
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float halo = 0.2 * exp(-4.0 * pow(r, 2.5));
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float base = exp(-4 * pow(r * haloSize, 2.5));
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// Combine:
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// base: the central disc of the light
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// halo: the faint discs around the light
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// ray: star-like structures around the disk
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float intensity = clamp(ray + base + halo, 0.0, 1.0) + 0.1 * fogEffect * (1.0-smoothstep(0.3, 0.6, r));
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return intensity;
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}
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void main()
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{
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float dist = length(relativePosition);
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float delta_z = hazeLayerAltitude - eye_alt;
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float transmission;
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float vAltitude;
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float delta_zv;
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float H;
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float distance_in_layer;
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float transmission_arg;
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if (use_IR_vision) {discard;}
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float noise = Noise2D(rawPosition.xy ,1.0);
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// angle with horizon
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float ct = dot(vec3(0.0, 0.0, 1.0), relativePosition)/dist;
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// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
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if (delta_z > 0.0) // we're inside the layer
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{
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if (ct < 0.0) {
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// we look down
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distance_in_layer = dist;
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vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
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delta_zv = delta_z - vAltitude;
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} else {
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// we may look through upper layer edge
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H = dist * ct;
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if (H > delta_z) {
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distance_in_layer = dist/H * delta_z;
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} else {
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distance_in_layer = dist;
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}
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vAltitude = min(distance_in_layer,visibility) * ct;
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delta_zv = delta_z - vAltitude;
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}
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} else {
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// we see the layer from above, delta_z < 0.0
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H = dist * -ct;
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if (H < (-delta_z)) {
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// we don't see into the layer at all, aloft visibility is the only fading
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distance_in_layer = 0.0;
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delta_zv = 0.0;
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} else {
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vAltitude = H + delta_z;
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distance_in_layer = vAltitude/H * dist;
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vAltitude = min(distance_in_layer,visibility) * (-ct);
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delta_zv = vAltitude;
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}
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}
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// ground haze cannot be thinner than aloft visibility in the model,
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// so we need to use aloft visibility otherwise
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transmission_arg = (dist-distance_in_layer)/avisibility;
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if (visibility < avisibility) {
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transmission_arg = transmission_arg + (distance_in_layer/visibility);
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} else {
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transmission_arg = transmission_arg + (distance_in_layer/avisibility);
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}
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transmission = fog_func(transmission_arg);
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float lightArg = terminator/100000.0;
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float attenuationScale = 1.0 + 20.0 * (1.0 -smoothstep(-15.0, 0.0, lightArg));
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float dist_att = exp(-dist/200.0/lightSize/attenuationScale);
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float intensity = light_sprite(gl_TexCoord[0].st, transmission, noise);
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vec3 light_color = gl_Color.rgb;
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if (use_night_vision) {
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light_color.rgb = vec3 (0.0, 1.0, 0.0);
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}
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light_color = mix(light_color, vec3 (1.0, 1.0, 1.0), 0.5 * intensity * intensity);
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gl_FragColor = vec4 (clamp(light_color.rgb, 0.0, 1.0), intensity * transmission * dist_att);
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}
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