diff --git a/Effects/ws30.eff b/Effects/ws30.eff
index f20aeeaca..0333ba89f 100644
--- a/Effects/ws30.eff
+++ b/Effects/ws30.eff
@@ -188,7 +188,289 @@
+
+
+
+
+
+ /sim/rendering/shaders/skydome
+
+
+ 6.0
+ /sim/rendering/shaders/landmass
+
+
+ 6.0
+ /sim/rendering/shaders/transition
+
+
+
+
+ 2.0
+
+
+
+ GL_ARB_shader_objects
+ GL_ARB_shading_language_100
+ GL_ARB_vertex_shader
+ GL_ARB_fragment_shader
+
+
+
+
+
+
+ true
+
+
+
+
+
+
+ ambient-and-diffuse
+
+
+
+ smooth
+ back
+
+
+
+
+
+
+
+
+ 1
+
+ nearest-mipmap-nearest
+ nearest-mipmap-nearest
+
+
+
+
+
+
+ 2
+
+
+
+
+
+
+
+
+ 3
+
+
+
+
+
+
+
+
+ 4
+
+
+
+
+
+
+
+
+ 6
+
+
+
+
+
+
+
+
+ Shaders/ws30-ALS-ultra.vert
+ Shaders/filters-ALS.vert
+ Shaders/shadows-include.vert
+ Shaders/ws30-ALS-ultra.frag
+ Shaders/noise.frag
+ Shaders/cloud-shadowfunc.frag
+ Shaders/hazes.frag
+ Shaders/secondary_lights.frag
+ Shaders/filters-ALS.frag
+ Shaders/shadows-include.frag
+ Shaders/clustered-include.frag
+
+
+ visibility
+ float
+
+
+
+ avisibility
+ float
+
+
+
+ hazeLayerAltitude
+ float
+
+
+
+ scattering
+ float
+
+
+
+ ground_scattering
+ float
+
+
+
+ terminator
+ float
+
+
+
+ terrain_alt
+ float
+
+
+
+ overcast
+ float
+
+
+
+ eye_alt
+ float
+
+
+
+ cloud_self_shading
+ float
+
+
+
+ moonlight
+ float
+
+
+
+ air_pollution
+ float
+
+
+
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ use_filtering
+ bool
+
+
+
+ delta_T
+ float
+
+
+
+ fact_grey
+ float
+
+
+
+ fact_black
+ float
+
+
+
+ display_xsize
+ int
+
+
+
+ display_ysize
+ int
+
+
+
+ landclass
+ sampler-2d
+ 0
+
+
+ textureArray
+ sampler-2d
+ 1
+
+
+ dimensionsArray
+ sampler-1d
+ 2
+
+
+ diffuseArray
+ sampler-1d
+ 3
+
+
+ specularArray
+ sampler-1d
+ 4
+
+
+ perlin
+ sampler-2d
+ 6
+
+
+
+ colorMode
+ int
+ 2
+
+
+
+
+ shadow_tex
+ sampler-2d
+ 10
+
+
+ shadows_enabled
+ bool
+
+
+
+ sun_atlas_size
+ int
+
+
+
+
+
+
+
+
+
/sim/rendering/shaders/skydome
@@ -401,7 +683,7 @@
0
- atlas
+ textureArray
sampler-2d
1
@@ -452,6 +734,13 @@
+
+
+
+
+
+
+
diff --git a/Shaders/ws30-ALS-ultra.frag b/Shaders/ws30-ALS-ultra.frag
new file mode 100644
index 000000000..535c7944c
--- /dev/null
+++ b/Shaders/ws30-ALS-ultra.frag
@@ -0,0 +1,346 @@
+// WS30 FRAGMENT SHADER
+
+// -*-C++-*-
+#version 130
+#extension GL_EXT_texture_array : enable
+
+// written by Thorsten Renk, Oct 2011, based on default.frag
+// Ambient term comes in gl_Color.rgb.
+varying vec4 diffuse_term;
+varying vec3 normal;
+varying vec3 relPos;
+
+uniform sampler2D landclass;
+uniform sampler2DArray textureArray;
+uniform sampler1D dimensionsArray;
+uniform sampler1D diffuseArray;
+uniform sampler1D specularArray;
+uniform sampler2D perlin;
+
+varying float yprime_alt;
+varying float mie_angle;
+varying vec4 ecPosition;
+
+uniform float visibility;
+uniform float avisibility;
+uniform float scattering;
+uniform float terminator;
+uniform float terrain_alt;
+uniform float hazeLayerAltitude;
+uniform float overcast;
+uniform float eye_alt;
+uniform float cloud_self_shading;
+
+// Passed from VPBTechnique, not the Effect
+uniform int tile_level;
+uniform float tile_width;
+uniform float tile_height;
+
+const float EarthRadius = 5800000.0;
+const float terminator_width = 200000.0;
+
+float alt;
+float eShade;
+
+float fog_func (in float targ, in float alt);
+vec3 get_hazeColor(in float light_arg);
+vec3 filter_combined (in vec3 color) ;
+
+float shadow_func (in float x, in float y, in float noise, in float dist);
+float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
+float Noise2D(in vec2 coord, in float wavelength);
+float Noise3D(in vec3 coord, in float wavelength);
+float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness);
+float Strata3D(in vec3 coord, in float wavelength, in float variation);
+float fog_func (in float targ, in float alt);
+float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
+float alt_factor(in float eye_alt, in float vertex_alt);
+float light_distance_fading(in float dist);
+float fog_backscatter(in float avisibility);
+
+vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
+vec3 get_hazeColor(in float light_arg);
+vec3 searchlight();
+vec3 landing_light(in float offset, in float offsetv);
+vec3 filter_combined (in vec3 color) ;
+
+float getShadowing();
+vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
+
+// Not used
+float luminance(vec3 color)
+{
+ return dot(vec3(0.212671, 0.715160, 0.072169), color);
+}
+
+
+//////////////////////////
+// Test-phase code:
+
+float rand2D(in vec2 co);
+
+// Create random landclasses without a texture lookup to stress test
+// Each square of square_size in m is assigned a random landclass value
+int get_random_landclass(in vec2 co)
+{
+ float square_size = 200.0;
+ //float r = rand2D( floor(vec2(co.s*tile_width, co.t*tile_height)/square_size) );
+ float r = rand2D( floor(vec2(co.s*tile_height, co.t*tile_width)/square_size) );
+ int lc = int(r*48.0); // only 48 landclasses mapped so far
+ return lc;
+}
+
+// End Test-phase code
+////////////////////////
+
+void main()
+{
+
+
+ vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
+ // this is taken from default.frag
+ vec3 n;
+ float NdotL, NdotHV, fogFactor;
+ vec3 lightDir = gl_LightSource[0].position.xyz;
+ vec3 halfVector = gl_LightSource[0].halfVector.xyz;
+ vec4 texel;
+ vec4 fragColor;
+ vec4 specular = vec4(0.0);
+ float intensity;
+
+
+
+ // Oct 2021:
+ // Geometry is in the form of roughly rectangular 'tiles'
+ // with a mesh forming a grid with regular spacing.
+ // Each vertex in the mesh is given an elevation
+
+ // Tile dimensions in m
+ vec2 tile_size = vec2(tile_width , tile_height);
+ // Temp: sizes are the wrong way around currently
+ tile_size.xy =tile_size.yx;
+
+ // Tile texture coordinates range [0..1] over the tile 'rectangle'
+ vec2 tile_coord = gl_TexCoord[0].st;
+
+ // Look up the landclass id [0 .. 255] for this particular fragment
+ // Each tile has 1 texture containing landclass ids stetched over it
+
+ // Testing. Landclass sources: texture or random
+ int tlc = int(texture2D(landclass, tile_coord.st).g * 255.0 + 0.5);
+ //int rlc = get_random_landclass(tile_coord.st);
+ int lc = tlc;
+
+ // The landclass id is used to index into arrays containing
+ // material parameters and textures for the landclass as
+ // defined in the regional definitions
+ float index = float(lc)/512.0;
+
+ float mat_shininess = texture(dimensionsArray, index).z;
+ vec4 mat_diffuse = texture(diffuseArray, index);
+ vec4 mat_specular = texture(specularArray, index);
+
+ vec4 color = mat_diffuse * NdotL * gl_LightSource[0].diffuse;
+
+ // Testing code:
+ // Use rlc even when looking up textures to recreate the extra performance hit
+ // so any performance difference between the two is due to the texture lookup
+ // color = color+0.00001*float(rlc);
+
+ float effective_scattering = min(scattering, cloud_self_shading);
+
+ 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 = normalize(normal);
+
+
+ NdotL = dot(n, lightDir);
+ if (NdotL > 0.0) {
+ float shadowmap = getShadowing();
+ color += diffuse_term * NdotL * shadowmap;
+ NdotHV = max(dot(n, halfVector), 0.0);
+ if (mat_shininess > 0.0)
+ specular.rgb = (mat_specular.rgb
+ * light_specular.rgb
+ * pow(NdotHV, gl_FrontMaterial.shininess)
+ * shadowmap);
+ }
+ color.a = 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);
+
+
+ // Look up ground textures by indexing into the texture array.
+ // Different textures are stretched along the ground to different
+ // lengths along each axes as set by and
+ // regional definitions parameters
+
+ // Look up stretching dimensions of textures in m - scaled to fit in [0..1], so rescale
+ vec2 g_texture_stretch_dim = 10000.0 * texture(dimensionsArray, index).st;
+
+ vec2 g_texture_scale = tile_size.xy / g_texture_stretch_dim.xy;
+ // Ground texture coords
+ vec2 st = g_texture_scale * tile_coord.st;
+
+ // Rotate texture using the perlin texture as a mask to reduce tiling
+ float pnoise1 = texture(perlin, st / 8.0).r;
+ float pnoise2 = texture(perlin, - st / 16.0).r;
+
+ //Testing: Non texture alternative
+ //float pnoise1 = Noise2D(st, 8.0);
+ //float pnoise2 = Noise2D(-st, 16.0);
+
+ if (pnoise1 >= 0.5) st = g_texture_scale.st * tile_coord.ts;
+ if (pnoise2 >= 0.5) st = -st;
+
+ texel = texture(textureArray, vec3(st, lc));
+
+ fragColor = color * texel + specular;
+ fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
+
+ // here comes the terrain haze model
+ float delta_z = hazeLayerAltitude - eye_alt;
+ float dist = length(relPos);
+
+ float mvisibility = min(visibility,avisibility);
+
+ if (dist > 0.04 * mvisibility)
+ {
+
+ alt = eye_alt;
+
+ float transmission;
+ float vAltitude;
+ float delta_zv;
+ float H;
+ float distance_in_layer;
+ float transmission_arg;
+
+ // angle with horizon
+ float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
+
+
+ // 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,mvisibility) * ct;
+ delta_zv = delta_z - vAltitude;
+ }
+ else // we may look through upper layer edge
+ {
+ H = dist * ct;
+ if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
+ else {distance_in_layer = dist;}
+ vAltitude = min(distance_in_layer,visibility) * ct;
+ delta_zv = delta_z - vAltitude;
+ }
+ }
+ else // we see the layer from above, delta_z < 0.0
+ {
+ H = dist * -ct;
+ if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
+ {
+ distance_in_layer = 0.0;
+ delta_zv = 0.0;
+ }
+ else
+ {
+ vAltitude = H + delta_z;
+ distance_in_layer = vAltitude/H * dist;
+ vAltitude = min(distance_in_layer,visibility) * (-ct);
+ delta_zv = vAltitude;
+ }
+ }
+
+
+ // ground haze cannot be thinner than aloft visibility in the model,
+ // so we need to use aloft visibility otherwise
+ transmission_arg = (dist-distance_in_layer)/avisibility;
+
+ float eqColorFactor;
+
+
+
+ if (visibility < avisibility)
+ {
+ 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
+ {
+ transmission_arg = transmission_arg + (distance_in_layer/avisibility);
+ // this combines the Weber-Fechner intensity
+ eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
+ }
+
+ transmission = fog_func(transmission_arg, alt);
+
+ // there's always residual intensity, we should never be driven to zero
+ if (eqColorFactor < 0.2) {eqColorFactor = 0.2;}
+
+ float lightArg = (terminator-yprime_alt)/100000.0;
+ vec3 hazeColor = get_hazeColor(lightArg);
+
+ // now dim the light for haze
+ eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
+
+ // Mie-like factor
+ if (lightArg < 10.0)
+ {intensity = length(hazeColor);
+ float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
+ hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
+ }
+
+ // high altitude desaturation of the haze color
+
+ intensity = length(hazeColor);
+ 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
+ //intensity = length(hazeColor);
+ 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(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
+ hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
+
+ // don't let the light fade out too rapidly
+ lightArg = (terminator + 200000.0)/100000.0;
+ float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
+ vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
+ hazeColor *= eqColorFactor * eShade;
+ hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
+
+ // determine the right mix of transmission and haze
+
+ fragColor.rgb = mix(hazeColor, fragColor.rgb,transmission);
+ }
+
+ fragColor.rgb = filter_combined(fragColor.rgb);
+
+ gl_FragColor = fragColor;
+
+}
diff --git a/Shaders/ws30-ALS-ultra.vert b/Shaders/ws30-ALS-ultra.vert
new file mode 100644
index 000000000..705e0cc45
--- /dev/null
+++ b/Shaders/ws30-ALS-ultra.vert
@@ -0,0 +1,234 @@
+// WS30 VERTEX SHADER
+// -*-C++-*-
+#version 120
+
+// Shader that uses OpenGL state values to do per-pixel lighting
+//
+// The only light used is gl_LightSource[0], which is assumed to be
+// directional.
+//
+// Colors are not assigned in this shader, as they will come from
+// the landclass lookup in the fragment shader.
+// Haze part added by Thorsten Renk, Oct. 2011
+
+
+#define MODE_OFF 0
+#define MODE_DIFFUSE 1
+#define MODE_AMBIENT_AND_DIFFUSE 2
+
+attribute vec2 orthophotoTexCoord;
+
+// The constant term of the lighting equation that doesn't depend on
+// the surface normal is passed in gl_{Front,Back}Color. The alpha
+// component is set to 1 for front, 0 for back in order to work around
+// bugs with gl_FrontFacing in the fragment shader.
+varying vec4 diffuse_term;
+varying vec3 normal;
+varying vec3 relPos;
+varying vec2 orthoTexCoord;
+varying vec4 ecPosition;
+
+varying float yprime_alt;
+varying float mie_angle;
+
+uniform int colorMode;
+uniform float hazeLayerAltitude;
+uniform float terminator;
+uniform float terrain_alt;
+uniform float avisibility;
+uniform float visibility;
+uniform float overcast;
+uniform float ground_scattering;
+uniform float moonlight;
+
+void setupShadows(vec4 eyeSpacePos);
+
+// This is the value used in the skydome scattering shader - use the same here for consistency?
+const float EarthRadius = 5800000.0;
+const float terminator_width = 200000.0;
+
+
+float earthShade;
+
+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 < -15.0) {return 0.0;}
+
+return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
+}
+
+
+void main()
+{
+
+ vec4 light_diffuse;
+ vec4 light_ambient;
+ vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
+ vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
+
+
+ //float yprime_alt;
+ float yprime;
+ float lightArg;
+ float intensity;
+ float vertex_alt;
+ float scattering;
+
+// this code is copied from default.vert
+
+ vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ orthoTexCoord = orthophotoTexCoord;
+ normal = gl_NormalMatrix * gl_Normal;
+
+ // here start computations for the haze layer
+ // we need several geometrical quantities
+
+ // first current altitude of eye position in model space
+ vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
+
+ // and relative position to vector
+ relPos = gl_Vertex.xyz - ep.xyz;
+
+ // unfortunately, we need the distance in the vertex shader, although the more accurate version
+ // is later computed in the fragment shader again
+ float dist = length(relPos);
+
+ // altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
+ vertex_alt = max(gl_Vertex.z,100.0);
+ scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
+
+
+ // branch dependent on daytime
+
+if (terminator < 1000000.0) // the full, sunrise and sunset computation
+{
+
+
+ // establish coordinates relative to sun position
+
+ vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
+ vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
+
+
+
+ // yprime is the distance of the vertex into sun direction
+ yprime = -dot(relPos, lightHorizon);
+
+ // this gets an altitude correction, higher terrain gets to see the sun earlier
+ yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
+
+ // two times terminator width governs how quickly light fades into shadow
+ // now the light-dimming factor
+ earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
+
+ // parametrized version of the Flightgear ground lighting function
+ lightArg = (terminator-yprime_alt)/100000.0;
+
+ // directional scattering for low sun
+ if (lightArg < 10.0)
+ {mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
+ else
+ {mie_angle = 1.0;}
+
+
+
+
+ light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
+ light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
+ light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
+ light_diffuse.a = 1.0;
+ light_diffuse = light_diffuse * scattering;
+
+
+ light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
+ light_ambient.g = light_ambient.r * 0.4/0.33;
+ light_ambient.b = light_ambient.r * 0.5/0.33;
+ light_ambient.a = 1.0;
+
+
+
+
+// correct ambient light intensity and hue before sunrise
+if (earthShade < 0.5)
+ {
+ //light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
+ intensity = length(light_ambient.xyz);
+
+ light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
+ light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
+
+ intensity = length(light_diffuse.xyz);
+ light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
+ }
+
+
+// the haze gets the light at the altitude of the haze top if the vertex in view is below
+// but the light at the vertex if the vertex is above
+
+vertex_alt = max(vertex_alt,hazeLayerAltitude);
+
+if (vertex_alt > hazeLayerAltitude)
+ {
+ if (dist > 0.8 * avisibility)
+ {
+ vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
+ yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
+ }
+ }
+else
+ {
+ vertex_alt = hazeLayerAltitude;
+ yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
+ }
+
+}
+else // the faster, full-day version without lightfields
+{
+ //vertex_alt = max(gl_Vertex.z,100.0);
+
+ earthShade = 1.0;
+ mie_angle = 1.0;
+
+ if (terminator > 3000000.0)
+ {light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0);
+ light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
+ else
+ {
+
+ lightArg = (terminator/100000.0 - 10.0)/20.0;
+ light_diffuse.b = 0.78 + lightArg * 0.21;
+ light_diffuse.g = 0.907 + lightArg * 0.091;
+ light_diffuse.r = 0.904 + lightArg * 0.092;
+ light_diffuse.a = 1.0;
+
+ light_ambient.r = 0.316 + lightArg * 0.016;
+ light_ambient.g = light_ambient.r * 0.4/0.33;
+ light_ambient.b = light_ambient.r * 0.5/0.33;
+ light_ambient.a = 1.0;
+ }
+
+ light_diffuse = light_diffuse * scattering;
+ yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
+}
+
+
+// default lighting based on texture and material using the light we have just computed
+
+ diffuse_term = light_diffuse;
+ vec4 constant_term = (gl_LightModel.ambient + light_ambient);
+ // Another hack for supporting two-sided lighting without using
+ // gl_FrontFacing in the fragment shader.
+ gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
+ gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
+
+ setupShadows(gl_ModelViewMatrix * gl_Vertex);
+}
+
+
+
+
diff --git a/Shaders/ws30-ALS.frag b/Shaders/ws30-ALS.frag
index 668299459..8432b863f 100644
--- a/Shaders/ws30-ALS.frag
+++ b/Shaders/ws30-ALS.frag
@@ -11,7 +11,7 @@ varying vec3 normal;
varying vec3 relPos;
uniform sampler2D landclass;
-uniform sampler2DArray atlas;
+uniform sampler2DArray textureArray;
uniform sampler1D dimensionsArray;
uniform sampler1D diffuseArray;
uniform sampler1D specularArray;
@@ -55,11 +55,29 @@ float luminance(vec3 color)
}
+// Test-phase code:
+
+float rand2D(in vec2 co);
+
+// Create random landclasses without a texture lookup to stress test
+// Each square of square_size in m is assigned a random landclass value
+int get_random_landclass(in vec2 co)
+{
+ float square_size = 200.0;
+ //float r = rand2D( floor(vec2(co.s*tile_width, co.t*tile_height)/square_size) );
+ float r = rand2D( floor(vec2(co.s*tile_height, co.t*tile_width)/square_size) );
+ int lc = int(r*48.0); // only 48 landclasses mapped so far
+ return lc;
+}
+
+float Noise2D(in vec2 coord, in float wavelength);
+// End Test-phase code
+
void main()
{
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
-// this is taken from default.frag
+ // this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec3 lightDir = gl_LightSource[0].position.xyz;
@@ -69,16 +87,46 @@ void main()
vec4 specular = vec4(0.0);
float intensity;
- int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
- float mat_index = float(lc)/512.0;
- float mat_shininess = texture(dimensionsArray, mat_index).z;
- vec4 mat_diffuse = texture(diffuseArray, mat_index);
- vec4 mat_specular = texture(specularArray, mat_index);
+
+
+ // Oct 2021:
+ // Geometry is in the form of roughly rectangular 'tiles'
+ // with a mesh forming a grid with regular spacing.
+ // Each vertex in the mesh is given an elevation
+
+ // Tile dimensions in m
+ vec2 tile_size = vec2(tile_width , tile_height);
+ // Temp: sizes are the wrong way around currently
+ tile_size.xy =tile_size.yx;
+
+ // Tile texture coordinates range [0..1] over the tile 'rectangle'
+ vec2 tile_coord = gl_TexCoord[0].st;
+
+ // Look up the landclass id [0 .. 255] for this particular fragment
+ // Each tile has 1 texture containing landclass ids stetched over it
+
+ // Testing. Landclass sources: texture or random
+ int tlc = int(texture2D(landclass, tile_coord.st).g * 255.0 + 0.5);
+ //int rlc = get_random_landclass(tile_coord.st);
+ int lc = tlc;
+
+ // The landclass id is used to index into arrays containing
+ // material parameters and textures for the landclass as
+ // defined in the regional definitions
+ float index = float(lc)/512.0;
+
+ float mat_shininess = texture(dimensionsArray, index).z;
+ vec4 mat_diffuse = texture(diffuseArray, index);
+ vec4 mat_specular = texture(specularArray, index);
vec4 color = mat_diffuse * NdotL * gl_LightSource[0].diffuse;
- float effective_scattering = min(scattering, cloud_self_shading);
+ // Testing code:
+ // Use rlc even when looking up textures to recreate the extra performance hit
+ // so any performance difference between the two is due to the texture lookup
+ // color = color+0.00001*float(rlc);
+ float effective_scattering = min(scattering, cloud_self_shading);
vec4 light_specular = gl_LightSource[0].specular;
@@ -106,25 +154,30 @@ void main()
color = clamp(color, 0.0, 1.0);
- // Different textures have different have different dimensions.
- // Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
+ // Look up ground textures by indexing into the texture array.
+ // Different textures are stretched along the ground to different
+ // lengths along each axes as set by and
+ // regional definitions parameters
- // The Landclass for this particular fragment. This can be used to
- // index into the atlas textures.
- vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
- vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
- vec2 st = atlas_scale * gl_TexCoord[0].st;
+ // Look up stretching dimensions of textures in m - scaled to fit in [0..1], so rescale
+ vec2 g_texture_stretch_dim = 10000.0 * texture(dimensionsArray, index).st;
- // Rotate texture using the perlin texture as a mask to reduce tiling
- if (step(0.5, texture(perlin, atlas_scale * gl_TexCoord[0].st / 8.0).r) == 1.0) {
- st = vec2(atlas_scale.s * gl_TexCoord[0].t, atlas_scale.t * gl_TexCoord[0].s);
- }
+ vec2 g_texture_scale = tile_size.xy / g_texture_stretch_dim.xy;
+ // Ground texture coords
+ vec2 st = g_texture_scale * tile_coord.st;
- if (step(0.5, texture(perlin, - atlas_scale * gl_TexCoord[0].st / 16.0).r) == 1.0) {
- st = -st;
- }
+ // Rotate texture using the perlin texture as a mask to reduce tiling
+ float pnoise1 = texture(perlin, st / 8.0).r;
+ float pnoise2 = texture(perlin, - st / 16.0).r;
- texel = texture(atlas, vec3(st, lc));
+ //Testing: Non texture alternative
+ //float pnoise1 = Noise2D(st, 8.0);
+ //float pnoise2 = Noise2D(-st, 16.0);
+
+ if (pnoise1 >= 0.5) st = g_texture_scale.st * tile_coord.ts;
+ if (pnoise2 >= 0.5) st = -st;
+
+ texel = texture(textureArray, vec3(st, lc));
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);