Agriculture de-tiling effect for ALS terrain rendering
This commit is contained in:
parent
f172c94423
commit
021133e657
4 changed files with 1323 additions and 1 deletions
644
Effects/agriculture.eff
Normal file
644
Effects/agriculture.eff
Normal file
|
@ -0,0 +1,644 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<PropertyList>
|
||||
<name>Effects/agriculture</name>
|
||||
<inherits-from>Effects/crop</inherits-from>
|
||||
<parameters>
|
||||
<material>
|
||||
<ambient type="vec4d">
|
||||
0.2 .2 0.2 1.0
|
||||
</ambient>
|
||||
<diffuse type="vec4d">
|
||||
.8 .8 .8 1.0
|
||||
</diffuse>
|
||||
<specular type="vec4d">
|
||||
0.0 0.0 0.0 1.0
|
||||
</specular>
|
||||
<emissive type="vec4d">
|
||||
0.0 0.0 0.0 1.0
|
||||
</emissive>
|
||||
<shininess>1.2</shininess>
|
||||
</material>
|
||||
<texture n="0">
|
||||
<image>Textures/Terrain/unknown.png</image>
|
||||
<type>2d</type>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<!-- also repeat -->
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<!--
|
||||
<wrap-r>clamp-to-border</wrap-r>
|
||||
-->
|
||||
<!-- float, signed-integer, integer -->
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="11">
|
||||
<image>Textures/Terrain/void.png</image>
|
||||
<type>2d</type>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="16">
|
||||
<image>Textures/Terrain/void.png</image>
|
||||
<type>2d</type>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="13">
|
||||
<image>Textures.high/Terrain/rock_alt.png</image>
|
||||
<type>2d</type>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="14">
|
||||
<image>Textures.high/Terrain/grain_texture.png</image>
|
||||
<type>2d</type>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<transparent>false</transparent>
|
||||
<render-bin>
|
||||
<bin-number>0</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<material-id>0</material-id>
|
||||
<grain_strength>0.5</grain_strength>
|
||||
<overlay_fraction>0.5</overlay_fraction>
|
||||
<overlay_scale>1000.0</overlay_scale>
|
||||
<rotation_flag>0</rotation_flag>
|
||||
<rotation_scale>2000.0</rotation_scale>
|
||||
<distortion_factor>0.3</distortion_factor>
|
||||
<intrinsic_wetness>0.0</intrinsic_wetness>
|
||||
<dust_resistance>1.0</dust_resistance>
|
||||
<visibility><use>/environment/ground-visibility-m</use></visibility>
|
||||
<avisibility><use>/environment/visibility-m</use></avisibility>
|
||||
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
|
||||
<scattering><use>/rendering/scene/scattering</use></scattering>
|
||||
<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
|
||||
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
|
||||
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
|
||||
<overcast><use>/rendering/scene/overcast</use></overcast>
|
||||
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
|
||||
<snow_level><use>/environment/snow-level-m</use></snow_level>
|
||||
<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
|
||||
<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
|
||||
<lichen_cover_factor><use>/environment/surface/lichen-cover-factor</use></lichen_cover_factor>
|
||||
<wetness><use>/environment/surface/wetness</use></wetness>
|
||||
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
|
||||
<fogstructure><use>/environment/fog-structure</use></fogstructure>
|
||||
<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
|
||||
<moonlight><use>/environment/moonlight</use></moonlight>
|
||||
<season><use>/environment/season</use></season>
|
||||
<wind_effects><use>/sim/rendering/shaders/wind-effects</use></wind_effects>
|
||||
<windE><use>/environment/sea/surface/wind-from-east-fps</use></windE>
|
||||
<windN><use>/environment/sea/surface/wind-from-north-fps</use></windN>
|
||||
<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
|
||||
<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
|
||||
<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
|
||||
<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
|
||||
<cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x>
|
||||
<cloudpos2_y><use>/local-weather/cloud-shadows/cloudpos-y[1]</use></cloudpos2_y>
|
||||
<cloudpos3_x><use>/local-weather/cloud-shadows/cloudpos-x[2]</use></cloudpos3_x>
|
||||
<cloudpos3_y><use>/local-weather/cloud-shadows/cloudpos-y[2]</use></cloudpos3_y>
|
||||
<cloudpos4_x><use>/local-weather/cloud-shadows/cloudpos-x[3]</use></cloudpos4_x>
|
||||
<cloudpos4_y><use>/local-weather/cloud-shadows/cloudpos-y[3]</use></cloudpos4_y>
|
||||
<cloudpos5_x><use>/local-weather/cloud-shadows/cloudpos-x[4]</use></cloudpos5_x>
|
||||
<cloudpos5_y><use>/local-weather/cloud-shadows/cloudpos-y[4]</use></cloudpos5_y>
|
||||
<cloudpos6_x><use>/local-weather/cloud-shadows/cloudpos-x[5]</use></cloudpos6_x>
|
||||
<cloudpos6_y><use>/local-weather/cloud-shadows/cloudpos-y[5]</use></cloudpos6_y>
|
||||
<cloudpos7_x><use>/local-weather/cloud-shadows/cloudpos-x[6]</use></cloudpos7_x>
|
||||
<cloudpos7_y><use>/local-weather/cloud-shadows/cloudpos-y[6]</use></cloudpos7_y>
|
||||
<cloudpos8_x><use>/local-weather/cloud-shadows/cloudpos-x[7]</use></cloudpos8_x>
|
||||
<cloudpos8_y><use>/local-weather/cloud-shadows/cloudpos-y[7]</use></cloudpos8_y>
|
||||
<cloudpos9_x><use>/local-weather/cloud-shadows/cloudpos-x[8]</use></cloudpos9_x>
|
||||
<cloudpos9_y><use>/local-weather/cloud-shadows/cloudpos-y[8]</use></cloudpos9_y>
|
||||
<cloudpos10_x><use>/local-weather/cloud-shadows/cloudpos-x[9]</use></cloudpos10_x>
|
||||
<cloudpos10_y><use>/local-weather/cloud-shadows/cloudpos-y[9]</use></cloudpos10_y>
|
||||
<cloudpos11_x><use>/local-weather/cloud-shadows/cloudpos-x[10]</use></cloudpos11_x>
|
||||
<cloudpos11_y><use>/local-weather/cloud-shadows/cloudpos-y[10]</use></cloudpos11_y>
|
||||
<cloudpos12_x><use>/local-weather/cloud-shadows/cloudpos-x[11]</use></cloudpos12_x>
|
||||
<cloudpos12_y><use>/local-weather/cloud-shadows/cloudpos-y[11]</use></cloudpos12_y>
|
||||
<cloudpos13_x><use>/local-weather/cloud-shadows/cloudpos-x[12]</use></cloudpos13_x>
|
||||
<cloudpos13_y><use>/local-weather/cloud-shadows/cloudpos-y[12]</use></cloudpos13_y>
|
||||
<cloudpos14_x><use>/local-weather/cloud-shadows/cloudpos-x[13]</use></cloudpos14_x>
|
||||
<cloudpos14_y><use>/local-weather/cloud-shadows/cloudpos-y[13]</use></cloudpos14_y>
|
||||
<cloudpos15_x><use>/local-weather/cloud-shadows/cloudpos-x[14]</use></cloudpos15_x>
|
||||
<cloudpos15_y><use>/local-weather/cloud-shadows/cloudpos-y[14]</use></cloudpos15_y>
|
||||
<cloudpos16_x><use>/local-weather/cloud-shadows/cloudpos-x[15]</use></cloudpos16_x>
|
||||
<cloudpos16_y><use>/local-weather/cloud-shadows/cloudpos-y[15]</use></cloudpos16_y>
|
||||
<cloudpos17_x><use>/local-weather/cloud-shadows/cloudpos-x[16]</use></cloudpos17_x>
|
||||
<cloudpos17_y><use>/local-weather/cloud-shadows/cloudpos-y[16]</use></cloudpos17_y>
|
||||
<cloudpos18_x><use>/local-weather/cloud-shadows/cloudpos-x[17]</use></cloudpos18_x>
|
||||
<cloudpos18_y><use>/local-weather/cloud-shadows/cloudpos-y[17]</use></cloudpos18_y>
|
||||
<cloudpos19_x><use>/local-weather/cloud-shadows/cloudpos-x[18]</use></cloudpos19_x>
|
||||
<cloudpos19_y><use>/local-weather/cloud-shadows/cloudpos-y[18]</use></cloudpos19_y>
|
||||
<cloudpos20_x><use>/local-weather/cloud-shadows/cloudpos-x[19]</use></cloudpos20_x>
|
||||
<cloudpos20_y><use>/local-weather/cloud-shadows/cloudpos-y[19]</use></cloudpos20_y>
|
||||
<cloud_shadow_flag><use>/local-weather/cloud-shadows/cloud-shadow-flag</use></cloud_shadow_flag>
|
||||
</parameters>
|
||||
<!-- put techniques at a "high" index to allow derived effects to
|
||||
insert their own techniques first. -->
|
||||
|
||||
<technique n="2">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shaders/skydome</property>
|
||||
<and>
|
||||
<less-equal>
|
||||
<value type="float">6.0</value>
|
||||
<float-property>/sim/rendering/shaders/landmass</float-property>
|
||||
</less-equal>
|
||||
<less-equal>
|
||||
<value type="float">6.0</value>
|
||||
<float-property>/sim/rendering/shaders/transition</float-property>
|
||||
</less-equal>
|
||||
<less-equal>
|
||||
<value type="float">1.0</value>
|
||||
<float-property>/sim/rendering/shaders/crop</float-property>
|
||||
</less-equal>
|
||||
</and>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
|
||||
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
<emissive><use>material/emissive</use></emissive>
|
||||
<shininess><use>material/shininess</use></shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend><use>transparent</use></blend>
|
||||
<alpha-test><use>transparent</use></alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<type><use>texture[0]/type</use></type>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>2</unit>
|
||||
<image><use>texture[13]/image</use></image>
|
||||
<type><use>texture[13]/type</use></type>
|
||||
<filter><use>texture[13]/filter</use></filter>
|
||||
<wrap-s><use>texture[13]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[13]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[13]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>4</unit>
|
||||
<type><use>texture[14]/type</use></type>
|
||||
<image><use>texture[14]/image</use></image>
|
||||
<filter><use>texture[14]/filter</use></filter>
|
||||
<wrap-s><use>texture[14]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[14]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[14]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>5</unit>
|
||||
<type><use>texture[16]/type</use></type>
|
||||
<image><use>texture[16]/image</use></image>
|
||||
<filter><use>texture[16]/filter</use></filter>
|
||||
<wrap-s><use>texture[16]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[16]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[16]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/agriculture.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/noise.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>grain_strength</name>
|
||||
<type>float</type>
|
||||
<value><use>grain_strength</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>intrinsic_wetness</name>
|
||||
<type>float</type>
|
||||
<value><use>intrinsic_wetness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>overlay_fraction</name>
|
||||
<type>float</type>
|
||||
<value><use>overlay_fraction</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>overlay_scale</name>
|
||||
<type>float</type>
|
||||
<value><use>overlay_scale</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>rotation_scale</name>
|
||||
<type>float</type>
|
||||
<value><use>rotation_scale</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>distortion_factor</name>
|
||||
<type>float</type>
|
||||
<value><use>distortion_factor</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>dust_resistance</name>
|
||||
<type>float</type>
|
||||
<value><use>dust_resistance</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>visibility</name>
|
||||
<type>float</type>
|
||||
<value><use>visibility</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>avisibility</name>
|
||||
<type>float</type>
|
||||
<value><use>avisibility</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>hazeLayerAltitude</name>
|
||||
<type>float</type>
|
||||
<value><use>lthickness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>scattering</name>
|
||||
<type>float</type>
|
||||
<value><use>scattering</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ground_scattering</name>
|
||||
<type>float</type>
|
||||
<value><use>ground_scattering</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value><use>terminator</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terrain_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>terrain_alt</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>overcast</name>
|
||||
<type>float</type>
|
||||
<value><use>overcast</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>eye_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>eye_alt</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>eye_lat</name>
|
||||
<type>float</type>
|
||||
<value><use>eye_lat</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>eye_lon</name>
|
||||
<type>float</type>
|
||||
<value><use>eye_lon</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snowlevel</name>
|
||||
<type>float</type>
|
||||
<value><use>snow_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snow_thickness_factor</name>
|
||||
<type>float</type>
|
||||
<value><use>snow_thickness_factor</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>dust_cover_factor</name>
|
||||
<type>float</type>
|
||||
<value><use>dust_cover_factor</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>lichen_cover_factor</name>
|
||||
<type>float</type>
|
||||
<value> <use>lichen_cover_factor</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>wetness</name>
|
||||
<type>float</type>
|
||||
<value><use>wetness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fogstructure</name>
|
||||
<type>float</type>
|
||||
<value><use>fogstructure</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloud_self_shading</name>
|
||||
<type>float</type>
|
||||
<value><use>cloud_self_shading</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>moonlight</name>
|
||||
<type>float</type>
|
||||
<value><use>moonlight</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>season</name>
|
||||
<type>float</type>
|
||||
<value><use>season</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos1_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos1_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos1_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos1_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos2_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos2_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos2_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos2_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos3_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos3_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos3_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos3_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos4_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos4_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos4_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos4_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos5_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos5_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos5_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos5_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos6_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos6_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos6_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos6_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos7_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos7_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos7_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos7_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos8_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos8_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos8_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos8_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos9_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos9_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos9_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos9_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos10_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos10_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos10_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos10_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos11_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos11_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos11_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos11_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos12_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos12_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos12_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos12_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos13_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos13_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos13_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos13_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos14_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos14_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos14_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos14_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos15_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos15_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos15_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos15_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos16_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos16_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos16_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos16_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos17_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos17_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos17_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos17_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos18_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos18_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos18_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos18_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos19_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos19_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos19_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos19_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos20_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos20_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos20_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos20_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>WindE</name>
|
||||
<type>float</type>
|
||||
<value><use>windE</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>WindN</name>
|
||||
<type>float</type>
|
||||
<value><use>windN</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>quality_level</name>
|
||||
<type>int</type>
|
||||
<value><use>quality_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>tquality_level</name>
|
||||
<type>int</type>
|
||||
<value><use>tquality_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>wind_effects</name>
|
||||
<type>int</type>
|
||||
<value><use>wind_effects</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloud_shadow_flag</name>
|
||||
<type>int</type>
|
||||
<value><use>cloud_shadow_flag</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>rotation_flag</name>
|
||||
<type>int</type>
|
||||
<value><use>rotation_flag</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>mix_texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">5</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>grain_texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">4</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>gradient_texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorMode</name>
|
||||
<type>int</type>
|
||||
<value>2</value>
|
||||
<!-- AMBIENT_AND_DIFFUSE -->
|
||||
</uniform>
|
||||
<depth>
|
||||
<function>lequal</function>
|
||||
</depth>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
|
@ -2630,11 +2630,15 @@
|
|||
</material>
|
||||
|
||||
<material include="Materials/regions/european.xml">
|
||||
<effect>Effects/crop</effect>
|
||||
<effect>Effects/agriculture</effect>
|
||||
<name>MixedCropPastureCover</name>
|
||||
<name>MixedCrop</name>
|
||||
<name>ComplexCrop</name>
|
||||
<texture>Terrain/irrcrop-europe-autumn.png</texture>
|
||||
<parameters>
|
||||
<rotation_flag>1</rotation_flag>
|
||||
<rotation_scale>2000.0</rotation_scale>
|
||||
</parameters>
|
||||
<object-mask>Terrain/irrcrop-europe.mask.png</object-mask>
|
||||
<xsize>2000</xsize>
|
||||
<ysize>2000</ysize>
|
||||
|
|
648
Shaders/agriculture.frag
Normal file
648
Shaders/agriculture.frag
Normal file
|
@ -0,0 +1,648 @@
|
|||
// -*-C++-*-
|
||||
|
||||
// written by Thorsten Renk, May 2014
|
||||
// based on ALS terrain shader
|
||||
// Ambient term comes in gl_Color.rgb.
|
||||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
varying vec2 rawPos;
|
||||
varying vec3 worldPos;
|
||||
varying vec3 ecViewdir;
|
||||
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D mix_texture;
|
||||
uniform sampler2D grain_texture;
|
||||
uniform sampler2D gradient_texture;
|
||||
|
||||
|
||||
varying float steepness;
|
||||
varying vec2 grad_dir;
|
||||
|
||||
|
||||
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;
|
||||
uniform float grain_strength;
|
||||
uniform float intrinsic_wetness;
|
||||
uniform float overlay_fraction;
|
||||
uniform float overlay_scale;
|
||||
uniform float rotation_scale;
|
||||
uniform float distortion_factor;
|
||||
|
||||
uniform float dust_resistance;
|
||||
uniform float WindE;
|
||||
uniform float WindN;
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
uniform int quality_level;
|
||||
uniform int tquality_level;
|
||||
uniform int wind_effects;
|
||||
uniform int cloud_shadow_flag;
|
||||
uniform int rotation_flag;
|
||||
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
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 Noise2D(in vec2 coord, in float wavelength);
|
||||
float Noise3D(in vec3 coord, in float wavelength);
|
||||
float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand);
|
||||
float slopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness);
|
||||
|
||||
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
|
||||
// a fade function for procedural scales which are smaller than a pixel
|
||||
|
||||
float detail_fade (in float scale, in float angle, in float dist)
|
||||
{
|
||||
float fade_dist = 2000.0 * scale * angle/max(pow(steepness,4.0), 0.1);
|
||||
|
||||
return 1.0 - smoothstep(0.5 * fade_dist, fade_dist, dist);
|
||||
}
|
||||
|
||||
|
||||
// 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
|
||||
|
||||
float fog_func (in float targ)
|
||||
{
|
||||
|
||||
|
||||
float fade_mix;
|
||||
|
||||
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||||
// create the illusion of improved visibility range
|
||||
|
||||
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
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()
|
||||
{
|
||||
|
||||
|
||||
yprime_alt = diffuse_term.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;
|
||||
// float altitude of fragment above sea level
|
||||
float msl_altitude = (relPos.z + eye_alt);
|
||||
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
vec4 color = gl_Color;
|
||||
color.a = 1.0;
|
||||
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||||
vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
|
||||
vec4 texel;
|
||||
vec4 snow_texel;
|
||||
vec4 detail_texel;
|
||||
vec4 mix_texel;
|
||||
vec4 grain_texel;
|
||||
vec4 dot_texel;
|
||||
vec4 gradient_texel;
|
||||
vec4 foam_texel;
|
||||
vec4 fragColor;
|
||||
vec4 specular = vec4(0.0);
|
||||
float intensity;
|
||||
|
||||
|
||||
|
||||
// Wind motion of the overlay noise simulating movement of vegetation and loose debris
|
||||
|
||||
vec2 windPos;
|
||||
|
||||
if (wind_effects > 1)
|
||||
{
|
||||
float windSpeed = length(vec2 (WindE,WindN)) /3.0480;
|
||||
// interfering sine wave wind pattern
|
||||
float sineTerm = sin(0.35 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y));
|
||||
sineTerm = sineTerm + sin(0.3 * windSpeed * osg_SimulationTime + 0.04 * (rawPos.x + rawPos.y));
|
||||
sineTerm = sineTerm + sin(0.22 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y));
|
||||
sineTerm = sineTerm/3.0;
|
||||
// non-linear amplification to simulate gusts
|
||||
sineTerm = sineTerm * sineTerm;//smoothstep(0.2, 1.0, sineTerm);
|
||||
|
||||
// wind starts moving dust and leaves at around 8 m/s
|
||||
float timeArg = 0.01 * osg_SimulationTime * windSpeed * smoothstep(8.0, 15.0, windSpeed);
|
||||
timeArg = timeArg + 0.02 * sineTerm;
|
||||
|
||||
windPos = vec2 (rawPos.x + WindN * timeArg, rawPos.y + WindE * timeArg);
|
||||
}
|
||||
else
|
||||
{
|
||||
windPos = rawPos.xy;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// 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
|
||||
|
||||
// Perlin noise
|
||||
|
||||
float noise_10m = Noise2D(rawPos.xy, 10.0);
|
||||
float noise_5m = Noise2D(rawPos.xy ,5.0);
|
||||
float noise_2m = Noise2D(rawPos.xy ,2.0);
|
||||
float noise_1m = Noise2D(rawPos.xy ,1.0);
|
||||
float noise_01m = Noise2D(windPos.xy, 0.1);
|
||||
|
||||
float noisegrad_10m;
|
||||
float noisegrad_5m;
|
||||
float noisegrad_2m;
|
||||
float noisegrad_1m;
|
||||
|
||||
|
||||
|
||||
float noise_25m = Noise2D(rawPos.xy, 25.0);
|
||||
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);
|
||||
|
||||
// tiling noise
|
||||
|
||||
float vnoise_overlay = VoronoiNoise2D(rawPos.xy, overlay_scale, distortion_factor, distortion_factor);
|
||||
float vnoise_rotation = VoronoiNoise2D(rawPos.xy, rotation_scale, distortion_factor, distortion_factor);
|
||||
|
||||
|
||||
|
||||
// slope noise
|
||||
|
||||
float slopenoise_50m = slopeLines2D(rawPos, grad_dir, 50.0, steepness);
|
||||
float slopenoise_100m = slopeLines2D(rawPos, grad_dir, 100.0, steepness);
|
||||
|
||||
float snownoise_25m = mix(noise_25m, slopenoise_50m, clamp(3.0*(1.0-steepness),0.0,1.0));
|
||||
float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness),0.0,1.0));
|
||||
|
||||
|
||||
|
||||
// get the texels
|
||||
|
||||
float distortion_factor = 1.0;
|
||||
vec2 stprime;
|
||||
int flag = 1;
|
||||
int mix_flag = 1;
|
||||
float noise_term;
|
||||
float snow_alpha;
|
||||
|
||||
float angle = vnoise_rotation * 2.0 * 3.1415;
|
||||
|
||||
if (rotation_flag ==2)
|
||||
{
|
||||
if (vnoise_rotation < 0.25) {angle = 0.5 * 3.1415926;}
|
||||
else if (vnoise_rotation < 0.5) {angle = 3.1415926;}
|
||||
else if (vnoise_rotation < 0.75) {angle = 1.5 * 3.1415926;}
|
||||
else {angle = 0.0;}
|
||||
}
|
||||
|
||||
if (rotation_flag > 0)
|
||||
{
|
||||
stprime = vec2 (cos(angle)*gl_TexCoord[0].s + sin(angle)*gl_TexCoord[0].t, -sin(angle)*gl_TexCoord[0].s + cos(angle)*gl_TexCoord[0].t);
|
||||
}
|
||||
else
|
||||
{stprime = gl_TexCoord[0].st;}
|
||||
texel = texture2D(texture, stprime);
|
||||
float local_autumn_factor = texel.a;
|
||||
grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * 25.0);
|
||||
gradient_texel = texture2D(gradient_texture, gl_TexCoord[0].st * 4.0);
|
||||
|
||||
|
||||
// we need to fade procedural structures when they get smaller than a single pixel, for this we need
|
||||
// to know under what angle we see the surface
|
||||
|
||||
float view_angle = abs(dot(normalize(normal), normalize(ecViewdir)));
|
||||
float sfactor = sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
|
||||
|
||||
// the snow texel is generated procedurally
|
||||
if (msl_altitude +500.0 > snowlevel)
|
||||
{
|
||||
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) ;
|
||||
noise_term = noise_term + 0.2 * (snownoise_50m -0.5) * detail_fade(50.0, view_angle, 0.5*dist) ;
|
||||
noise_term = noise_term + 0.2 * (snownoise_25m -0.5) * detail_fade(25.0, view_angle, 0.5*dist) ;
|
||||
noise_term = noise_term + 0.3 * (noise_10m -0.5) * detail_fade(10.0, view_angle, 0.8*dist) ;
|
||||
noise_term = noise_term + 0.3 * (noise_5m - 0.5) * detail_fade(5.0, view_angle, dist);
|
||||
noise_term = noise_term + 0.15 * (noise_2m -0.5) * detail_fade(2.0, view_angle, dist);
|
||||
noise_term = noise_term + 0.08 * (noise_1m -0.5) * detail_fade(1.0, view_angle, 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*(msl_altitude -snowlevel) );
|
||||
}
|
||||
|
||||
// the mixture/gradient texture
|
||||
mix_texel = texture2D(mix_texture, stprime * 1.3);
|
||||
if (mix_texel.a <0.1) {mix_flag = 0;}
|
||||
|
||||
|
||||
|
||||
// texture preparation according to detail level
|
||||
|
||||
// mix in hires texture patches
|
||||
|
||||
float dist_fact;
|
||||
float nSum;
|
||||
float mix_factor;
|
||||
|
||||
// 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);
|
||||
if (vnoise_overlay > overlay_fraction) {mix_factor = 0.0;} else {mix_factor = 1.0;}
|
||||
texel = mix(texel, mix_texel, mix_factor);
|
||||
local_autumn_factor = texel.a;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// rock for very steep gradients
|
||||
|
||||
if (gradient_texel.a > 0.0)
|
||||
{
|
||||
texel = mix(texel, gradient_texel, 1.0 - smoothstep(0.75,0.8,abs(steepness)+ 0.00002* msl_altitude + 0.05 * (noise_50m - 0.5)));
|
||||
local_autumn_factor = texel.a;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// then the grain texture overlay
|
||||
|
||||
texel.rgb = mix(texel.rgb, grain_texel.rgb, grain_strength * grain_texel.a * (1.0 - mix_factor) * (1.0-smoothstep(2000.0,5000.0, dist)));
|
||||
|
||||
// for really hires, add procedural noise overlay
|
||||
texel.rgb = texel.rgb * (1.0 + 0.4 * (noise_01m-0.5) * detail_fade(0.1, view_angle, dist)) ;
|
||||
|
||||
// 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)));
|
||||
}
|
||||
|
||||
// slope line overlay
|
||||
texel.rgb = texel.rgb * (1.0 - 0.12 * slopenoise_50m - 0.08 * slopenoise_100m);
|
||||
|
||||
//const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
|
||||
const vec4 dust_color = vec4 (0.76, 0.65, 0.45, 1.0);
|
||||
const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);
|
||||
|
||||
// mix vegetation
|
||||
float gradient_factor = smoothstep(0.5, 1.0, steepness);
|
||||
texel = mix(texel, lichen_color, gradient_factor * (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 *dust_resistance + 3.0 * dust_cover_factor * dust_resistance *(((noise_1500m - 0.5) * 0.125)+0.125 ) - 0.03*slopenoise_100m,0.0, 1.0) );
|
||||
// mix snow
|
||||
float snow_mix_factor = 0.0;
|
||||
if (msl_altitude +500.0 > snowlevel)
|
||||
{
|
||||
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
|
||||
snow_mix_factor = snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * msl_altitude+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0);
|
||||
texel = mix(texel, snow_texel, snow_mix_factor);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// get distribution of water when terrain is wet
|
||||
|
||||
float combined_wetness = min(1.0, wetness + intrinsic_wetness);
|
||||
float water_threshold1;
|
||||
float water_threshold2;
|
||||
float water_factor =0.0;
|
||||
|
||||
|
||||
if ((dist < 5000.0)&& (quality_level > 3) && (combined_wetness>0.0))
|
||||
{
|
||||
water_threshold1 = 1.0-0.5* combined_wetness;
|
||||
water_threshold2 = 1.0 - 0.3 * combined_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 * combined_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);
|
||||
|
||||
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;
|
||||
noisegrad_2m = (noise_2m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),2.0))/0.05;
|
||||
noisegrad_1m = (noise_1m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),1.0))/0.05;
|
||||
|
||||
|
||||
|
||||
NdotL = NdotL + (noisegrad_10m * detail_fade(10.0, view_angle,dist) + 0.5* noisegrad_5m * detail_fade(5.0, view_angle,dist)) * mix_factor/0.8;
|
||||
NdotL = NdotL + 0.15 * noisegrad_2m * mix_factor/0.8 * detail_fade(2.0,view_angle,dist);
|
||||
NdotL = NdotL + 0.1 * noisegrad_2m * detail_fade(2.0,view_angle,dist);
|
||||
NdotL = NdotL + 0.05 * noisegrad_1m * detail_fade(1.0, view_angle,dist);
|
||||
|
||||
if (NdotL > 0.0) {
|
||||
if (cloud_shadow_flag == 1) {NdotL = NdotL * shadow_func(relPos.x, relPos.y, 0.3 * noise_250m + 0.5 * noise_500m+0.2 * noise_1500m, dist);}
|
||||
color += diffuse_term * NdotL;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
if (gl_FrontMaterial.shininess > 0.0)
|
||||
specular.rgb = ((gl_FrontMaterial.specular.rgb * 0.1 + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
|
||||
}
|
||||
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;
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
// blur of the haze layer edge
|
||||
|
||||
float blur_thickness = 50.0;
|
||||
float cphi = dot(vec3(0.0, 1.0, 0.0), relPos)/dist;
|
||||
float ctlayer = delta_z/dist-0.01 + 0.02 * Noise2D(vec2(cphi,1.0),0.1) -0.01;
|
||||
float ctblur = 0.035 ;
|
||||
|
||||
float blur_dist;
|
||||
|
||||
if (abs(delta_z) < 400.0)
|
||||
{
|
||||
blur_dist = dist * (1.0-smoothstep(0.0,300.0,-delta_z)) * smoothstep(-400.0,-200.0, -delta_z);
|
||||
blur_dist = blur_dist * smoothstep(ctlayer-4.0*ctblur, ctlayer-ctblur, ct) * (1.0-smoothstep(ctlayer+0.5*ctblur, ctlayer+ctblur, ct));
|
||||
distance_in_layer = max(distance_in_layer, blur_dist);
|
||||
}
|
||||
|
||||
|
||||
// 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);
|
||||
|
||||
// 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;
|
||||
|
||||
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
||||
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
|
||||
|
||||
// now dim the light for haze
|
||||
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
// 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));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
fragColor.rgb = mix(eqColorFactor * hazeColor * eShade , fragColor.rgb,transmission);
|
||||
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
|
||||
}
|
||||
else // if dist < threshold no fogging at all
|
||||
{
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -124,6 +124,32 @@
|
|||
</empty>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
||||
<text>
|
||||
<halign>left</halign>
|
||||
<label>Agriculture</label>
|
||||
</text>
|
||||
<slider>
|
||||
<name>agriculture</name>
|
||||
<min>0.0</min>
|
||||
<max>1.0</max>
|
||||
<step>1.0</step>
|
||||
<fraction>0.17</fraction>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/shaders/crop</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>agriculture</object-name>
|
||||
</binding>
|
||||
</slider>
|
||||
<empty>
|
||||
<pref-width>55</pref-width>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
|
|
Loading…
Add table
Reference in a new issue