Fully procedural (textureless) xml-configurable rock texture effect for ALS (work in progress)
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455
Effects/rock.eff
Executable file
455
Effects/rock.eff
Executable file
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/rock</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<base-color type="vec3d">0.85 0.83 0.81</base-color>
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<contrast type="float">1.0</contrast>
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<crack-depth type="float">0.6</crack-depth>
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<rock-brightness type="float">1.3</rock-brightness>
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<grain-fade-power type="float">1.0</grain-fade-power>
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</parameters>
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<technique n="2">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<and>
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<less-equal>
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<value type="float">6.0</value>
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<float-property>/sim/rendering/shaders/landmass</float-property>
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</less-equal>
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<less-equal>
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<value type="float">6.0</value>
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<float-property>/sim/rendering/shaders/transition</float-property>
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</less-equal>
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</and>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<program>
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<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
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<fragment-shader>Shaders/rock-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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</program>
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<uniform>
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<name>grain_strength</name>
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<type>float</type>
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<value><use>grain_strength</use></value>
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</uniform>
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<uniform>
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<name>intrinsic_wetness</name>
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<type>float</type>
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<value><use>intrinsic_wetness</use></value>
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</uniform>
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<uniform>
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<name>slopeline_strength</name>
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<type>float</type>
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<value><use>slopeline_strength</use></value>
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</uniform>
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<uniform>
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<name>rock_strata</name>
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<type>int</type>
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<value><use>rock_strata</use></value>
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</uniform>
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<uniform>
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<name>transition_model</name>
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<type>float</type>
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<value><use>transition_model</use></value>
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</uniform>
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<uniform>
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<name>hires_overlay_bias</name>
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<type>float</type>
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<value><use>hires_overlay_bias</use></value>
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</uniform>
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<uniform>
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<name>crack_depth</name>
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<type>float</type>
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<value><use>crack-depth</use></value>
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</uniform>
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<uniform>
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<name>grain_fade_power</name>
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<type>float</type>
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<value><use>grain-fade-power</use></value>
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</uniform>
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<uniform>
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<name>rock_brightness</name>
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<type>float</type>
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<value><use>rock-brightness</use></value>
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</uniform>
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<uniform>
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<name>dust_resistance</name>
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<type>float</type>
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<value><use>dust_resistance</use></value>
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</uniform>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value><use>ground_scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>eye_lat</name>
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<type>float</type>
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<value><use>eye_lat</use></value>
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</uniform>
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<uniform>
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<name>eye_lon</name>
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<type>float</type>
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<value><use>eye_lon</use></value>
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</uniform>
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<uniform>
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<name>snowlevel</name>
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<type>float</type>
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<value><use>snow_level</use></value>
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</uniform>
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<uniform>
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<name>snow_thickness_factor</name>
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<type>float</type>
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<value><use>snow_thickness_factor</use></value>
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</uniform>
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<uniform>
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<name>dust_cover_factor</name>
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<type>float</type>
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<value><use>dust_cover_factor</use></value>
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</uniform>
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<uniform>
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<name>lichen_cover_factor</name>
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<type>float</type>
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<value> <use>lichen_cover_factor</use></value>
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</uniform>
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<uniform>
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<name>wetness</name>
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<type>float</type>
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<value><use>wetness</use></value>
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</uniform>
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<uniform>
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<name>fogstructure</name>
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<type>float</type>
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<value><use>fogstructure</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>contrast</name>
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<type>float</type>
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<value><use>contrast</use></value>
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</uniform>
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<uniform>
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<name>base_color</name>
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<type>float-vec3</type>
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<value><use>base-color</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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<value><use>cloudpos1_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_y</name>
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<type>float</type>
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<value><use>cloudpos1_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos2_x</name>
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<type>float</type>
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<value><use>cloudpos2_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos2_y</name>
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<type>float</type>
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<value><use>cloudpos2_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos3_x</name>
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<type>float</type>
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<value><use>cloudpos3_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos3_y</name>
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<type>float</type>
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<value><use>cloudpos3_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos4_x</name>
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<type>float</type>
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<value><use>cloudpos4_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos4_y</name>
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<type>float</type>
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<value><use>cloudpos4_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos5_x</name>
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<type>float</type>
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<value><use>cloudpos5_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos5_y</name>
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<type>float</type>
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<value><use>cloudpos5_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos6_x</name>
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<type>float</type>
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<value><use>cloudpos6_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos6_y</name>
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<type>float</type>
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<value><use>cloudpos6_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos7_x</name>
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<type>float</type>
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<value><use>cloudpos7_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos7_y</name>
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<type>float</type>
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<value><use>cloudpos7_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos8_x</name>
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<type>float</type>
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<value><use>cloudpos8_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos8_y</name>
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<type>float</type>
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<value><use>cloudpos8_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos9_x</name>
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<type>float</type>
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<value><use>cloudpos9_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos9_y</name>
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<type>float</type>
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<value><use>cloudpos9_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos10_x</name>
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<type>float</type>
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<value><use>cloudpos10_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos10_y</name>
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<type>float</type>
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<value><use>cloudpos10_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos11_x</name>
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<type>float</type>
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<value><use>cloudpos11_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos11_y</name>
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<type>float</type>
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<value><use>cloudpos11_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos12_x</name>
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<type>float</type>
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<value><use>cloudpos12_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos12_y</name>
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<type>float</type>
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<value><use>cloudpos12_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos13_x</name>
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<type>float</type>
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<value><use>cloudpos13_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos13_y</name>
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<type>float</type>
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<value><use>cloudpos13_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos14_x</name>
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<type>float</type>
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<value><use>cloudpos14_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos14_y</name>
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<type>float</type>
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<value><use>cloudpos14_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos15_x</name>
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<type>float</type>
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<value><use>cloudpos15_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos15_y</name>
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<type>float</type>
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<value><use>cloudpos15_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos16_x</name>
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<type>float</type>
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<value><use>cloudpos16_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos16_y</name>
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<type>float</type>
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<value><use>cloudpos16_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos17_x</name>
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<type>float</type>
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<value><use>cloudpos17_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos17_y</name>
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<type>float</type>
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<value><use>cloudpos17_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos18_x</name>
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<type>float</type>
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<value><use>cloudpos18_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos18_y</name>
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<type>float</type>
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<value><use>cloudpos18_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos19_x</name>
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<type>float</type>
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<value><use>cloudpos19_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos19_y</name>
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||||
<type>float</type>
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||||
<value><use>cloudpos19_y</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>cloudpos20_x</name>
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||||
<type>float</type>
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||||
<value><use>cloudpos20_x</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>cloudpos20_y</name>
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||||
<type>float</type>
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||||
<value><use>cloudpos20_y</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>quality_level</name>
|
||||
<type>int</type>
|
||||
<value><use>quality_level</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>tquality_level</name>
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||||
<type>int</type>
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||||
<value><use>tquality_level</use></value>
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||||
</uniform>
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||||
<uniform>
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<name>wind_effects</name>
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||||
<type>int</type>
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||||
<value><use>wind_effects</use></value>
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</uniform>
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||||
<uniform>
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<name>cloud_shadow_flag</name>
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<type>int</type>
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||||
<value><use>cloud_shadow_flag</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>colorMode</name>
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||||
<type>int</type>
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||||
<value>2</value>
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||||
<!-- AMBIENT_AND_DIFFUSE -->
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</uniform>
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||||
<depth>
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||||
<function>lequal</function>
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||||
<!-- <write-mask type="bool">false</write-mask> -->
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||||
</depth>
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||||
</pass>
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||||
</technique>
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||||
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||||
</PropertyList>
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661
Shaders/rock-ALS.frag
Executable file
661
Shaders/rock-ALS.frag
Executable file
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@ -0,0 +1,661 @@
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// -*-C++-*-
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||||
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||||
// written by Thorsten Renk, Oct 2011, based on default.frag
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||||
// Ambient term comes in gl_Color.rgb.
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||||
varying vec4 diffuse_term;
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||||
varying vec3 normal;
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||||
varying vec3 relPos;
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||||
varying vec2 rawPos;
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||||
varying vec3 worldPos;
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||||
varying vec3 ecViewdir;
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||||
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||||
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||||
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||||
varying float steepness;
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||||
varying vec2 grad_dir;
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||||
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||||
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||||
uniform float visibility;
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||||
uniform float avisibility;
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||||
uniform float scattering;
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||||
uniform float terminator;
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||||
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 contrast;
|
||||
uniform float grain_strength;
|
||||
uniform float intrinsic_wetness;
|
||||
uniform float transition_model;
|
||||
uniform float hires_overlay_bias;
|
||||
uniform float crack_depth;
|
||||
uniform float grain_fade_power;
|
||||
uniform float rock_brightness;
|
||||
uniform float dust_resistance;
|
||||
uniform float slopeline_strength;
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
uniform vec3 base_color;
|
||||
|
||||
uniform int quality_level;
|
||||
uniform int tquality_level;
|
||||
uniform int wind_effects;
|
||||
uniform int cloud_shadow_flag;
|
||||
uniform int rock_strata;
|
||||
|
||||
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 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 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 Strata3D(in vec3 coord, in float wavelength, in float variation);
|
||||
//vec3 intensity_perception (in vec3 color);
|
||||
//vec3 desaturation (in vec3 color, in float sat);
|
||||
|
||||
|
||||
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;
|
||||
|
||||
|
||||
|
||||
// Perlin noise
|
||||
|
||||
float noise_100m = Noise2D(rawPos.xy,100.0);
|
||||
float noise_50m = Noise2D(rawPos.xy, 50.0);
|
||||
float noise_25m = Noise2D(rawPos.xy, 25.0);
|
||||
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_05m = Noise2D(rawPos.xy,0.5);
|
||||
float noise_02m = Noise2D(rawPos.xy,0.2);
|
||||
float noise_01m = Noise2D(rawPos.xy, 0.1);
|
||||
|
||||
float noisegrad_10m;
|
||||
float noisegrad_5m;
|
||||
float noisegrad_2m;
|
||||
float noisegrad_1m;
|
||||
float noisegrad_05m;
|
||||
float noisegrad_02m;
|
||||
float noisegrad_01m;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
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);
|
||||
|
||||
// dot noise
|
||||
|
||||
float dotnoise_2m = 0.0;
|
||||
float dotnoise_10m = 0.0;
|
||||
float dotnoise_15m = 0.0;
|
||||
|
||||
float dotnoisegrad_10m;
|
||||
|
||||
// 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 noise_term;
|
||||
float snow_alpha;
|
||||
float local_autumn_factor;
|
||||
|
||||
// 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)));
|
||||
|
||||
|
||||
// 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) );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// strata noise
|
||||
|
||||
float stratnoise_50m;
|
||||
float stratnoise_10m;
|
||||
|
||||
if (rock_strata==1)
|
||||
{
|
||||
stratnoise_50m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 50.0, 0.2);
|
||||
stratnoise_10m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 10.0, 0.2);
|
||||
stratnoise_50m = mix(stratnoise_50m, 1.0, smoothstep(0.8,0.9, steepness));
|
||||
stratnoise_10m = mix(stratnoise_10m, 1.0, smoothstep(0.8,0.9, steepness));
|
||||
texel *= (0.4 + 0.4 * stratnoise_50m + 0.2 * stratnoise_10m);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// procedural rock texture generation
|
||||
|
||||
texel.rgb = base_color;
|
||||
|
||||
float grainy_noise;
|
||||
float fade_norm;
|
||||
|
||||
float gfp = grain_fade_power;
|
||||
float gfptmp;
|
||||
|
||||
grainy_noise = (0.5 * (1.0-slopenoise_100m) + 0.5 *noise_50m) + gfp * (0.5 * slopenoise_50m + 0.5 * noise_25m);
|
||||
fade_norm = 1.0+gfp;
|
||||
|
||||
gfptmp = gfp * gfp;
|
||||
grainy_noise += noise_10m * gfptmp * detail_fade(10.0, view_angle, dist) ;
|
||||
fade_norm += gfptmp * detail_fade(10.0, view_angle, dist) ;
|
||||
|
||||
gfptmp = gfptmp * gfp;
|
||||
grainy_noise += noise_5m * gfptmp * detail_fade(5.0, view_angle, dist) ;
|
||||
fade_norm += gfptmp * detail_fade(5.0, view_angle, dist) ;
|
||||
|
||||
gfptmp = gfptmp * gfp;
|
||||
grainy_noise += noise_2m * gfptmp * detail_fade(2.0, view_angle, dist) ;
|
||||
fade_norm += gfptmp * detail_fade(2.0, view_angle, dist) ;
|
||||
|
||||
gfptmp = gfptmp * gfp;
|
||||
grainy_noise += noise_1m * gfptmp * detail_fade(1.0, view_angle, dist) ;
|
||||
fade_norm += gfptmp * detail_fade(1.0, view_angle, dist) ;
|
||||
|
||||
gfptmp = gfptmp * gfp;
|
||||
grainy_noise += noise_05m * gfptmp * detail_fade(0.5, view_angle, dist) ;
|
||||
fade_norm += gfptmp * detail_fade(0.5, view_angle, dist) ;
|
||||
|
||||
grainy_noise = grainy_noise/fade_norm;
|
||||
grainy_noise = smoothstep(-0.2, 1.2, grainy_noise);
|
||||
|
||||
|
||||
texel.rgb = ((1.0 - contrast) + contrast * grainy_noise) * texel.rgb;
|
||||
|
||||
|
||||
|
||||
float cnoise_500m = Noise2D(vec2(rawPos.x+10.0, 7.0 * rawPos.y), 500.0);
|
||||
float cnoise_250m = Noise2D(vec2(rawPos.x+10.0, 7.0 * rawPos.y), 250.0);
|
||||
float cnoise_100m = Noise2D(vec2(rawPos.x+10.0, 7.0 * rawPos.y), 100.0);
|
||||
float cnoise_50m = Noise2D(vec2(rawPos.x+10.0, 7.0 * rawPos.y), 50.0);
|
||||
float cnoise_25m = Noise2D(vec2(rawPos.x+10.0, 7.0 * rawPos.y), 25.0);
|
||||
float cnoise_10m = Noise2D(vec2(rawPos.x+10.0, 7.0 * rawPos.y), 10.0);
|
||||
float cnoise_5m = Noise2D(vec2(rawPos.x+10.0, 7.0 * rawPos.y), 5.0);
|
||||
|
||||
|
||||
float crack_noise;
|
||||
float crack_factor;
|
||||
float crack_size;
|
||||
|
||||
|
||||
crack_noise = cnoise_500m + 0.65 * cnoise_250m + 0.42 * cnoise_100m * detail_fade(50.0, view_angle, dist) ;
|
||||
crack_noise = crack_noise + 0.27 * cnoise_50m * detail_fade(25.0, view_angle, dist) ;
|
||||
crack_noise = crack_noise + 0.17 * cnoise_25m * detail_fade(10.0, view_angle, dist) ;
|
||||
crack_noise = crack_noise + 0.11 * cnoise_10m * detail_fade(5.0, view_angle, dist) ;
|
||||
crack_noise = 0.381 * crack_noise;
|
||||
|
||||
//crack_noise = 0.381 * (cnoise_500m + 0.65 * cnoise_250m + 0.42 * cnoise_100m + 0.27 * cnoise_50m + 0.17 * cnoise_25m + 0.11 * cnoise_10m);
|
||||
|
||||
crack_size = 0.02 +0.00001 * dist;
|
||||
crack_factor = smoothstep(0.5-crack_size,0.50,crack_noise) * (1.0-smoothstep(0.51,0.51+crack_size,crack_noise));
|
||||
|
||||
crack_size = crack_size * 0.5;
|
||||
crack_factor = crack_factor + smoothstep(0.42,0.42+crack_size,crack_noise) * (1.0-smoothstep(0.43,0.43+crack_size,crack_noise));
|
||||
crack_factor = crack_factor * min(1.0,0.03/crack_size);
|
||||
|
||||
//crack_factor = crack_factor * (0.5 + 0.5 * noise_50m);
|
||||
|
||||
//crack_factor = crack_factor * (1.0-smoothstep(500.0,25000.0,dist));
|
||||
|
||||
texel.rgb = texel.rgb * ((1.0-crack_depth) +crack_depth*(1.0-crack_factor * (0.5 + 0.5 * noise_50m) ));
|
||||
|
||||
texel.rgb = texel.rgb * rock_brightness;
|
||||
|
||||
float lichen_noise;
|
||||
float lichen_factor;
|
||||
|
||||
lichen_noise = 0.381 * (noise_50m + 0.65 * noise_25m + 0.42 * noise_10m + 0.27 * noise_5m + 0.17 * noise_2m + 0.11 * noise_1m);
|
||||
lichen_noise = lichen_noise + 0.1 * (smoothstep(0.8,0.9, steepness));
|
||||
|
||||
lichen_factor = smoothstep(0.7, 0.72, lichen_noise) + (1.0 - smoothstep(0.2, 0.22, lichen_noise));
|
||||
const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);
|
||||
|
||||
texel.rgb = mix(texel.rgb, lichen_color.rgb,0.4 * lichen_factor);
|
||||
|
||||
const vec4 dust_color = vec4 (0.76, 0.65, 0.45, 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 = max(1.0,smoothstep(0.75, 0.85, abs(steepness)) +crack_factor);
|
||||
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;
|
||||
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;
|
||||
noisegrad_05m = (noise_05m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),0.5))/0.05;
|
||||
|
||||
|
||||
dotnoisegrad_10m = 0.0;//(dotnoise_10m - DotNoise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0 * dot_size,0.5, 0.0))/0.05;
|
||||
|
||||
|
||||
//NdotL = NdotL + (noisegrad_10m * detail_fade(10.0, view_angle,dist) + 0.8* noisegrad_5m * detail_fade(5.0, view_angle,dist));
|
||||
//NdotL = NdotL + 0.4 * noisegrad_2m * detail_fade(2.0,view_angle,dist);
|
||||
//NdotL = NdotL + 0.2 * noisegrad_2m * detail_fade(2.0,view_angle,dist);
|
||||
//NdotL = NdotL + 0.05 * noisegrad_1m * detail_fade(1.0, view_angle,dist);
|
||||
//NdotL = NdotL + 0.02 * noisegrad_05m * detail_fade(0.5, view_angle,dist);
|
||||
|
||||
//NdotL = NdotL + (1.0-snow_mix_factor) * 0.3* dot_texel.a * (0.5* dotnoisegrad_10m * detail_fade(1.0 * dot_size, view_angle, dist) +0.5 * dotnoisegrad_10m * noise_01m * detail_fade(0.1, view_angle, dist)) ;
|
||||
//NdotL = NdotL + 0.2 * grainy_noise;
|
||||
|
||||
float snow_factor;
|
||||
float fresnel;
|
||||
|
||||
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);
|
||||
|
||||
fresnel = 1.0 + 5.0 * (1.0-smoothstep(0.0,0.2, dot(normalize(ecViewdir),n)));
|
||||
snow_factor = 0.2 * smoothstep(0.7,0.9,snow_mix_factor) * fresnel;
|
||||
|
||||
//if (gl_FrontMaterial.shininess > 0.0)
|
||||
specular.rgb = ((gl_FrontMaterial.specular.rgb * 0.1 + snow_factor * vec3(1.0,1.0,1.0) + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, max(gl_FrontMaterial.shininess,4.0) + (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;
|
||||
//fragColor.rgb = desaturation(fragColor.rgb, saturation);
|
||||
//fragColor.rgb = brightness * fragColor.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;
|
||||
}
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
//fragColor.rgb = intensity_perception(fragColor);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
|
||||
}
|
||||
else // if dist < threshold no fogging at all
|
||||
{
|
||||
//fragColor.rgb = intensity_perception(fragColor);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
Loading…
Reference in a new issue