HDR: Improved environment mapping
- Terrain and clouds and now rendered on the envmap, with correct aerial perspective. - Each face is rendered on a separate frame to help with performance. - All faces are updated every 1.5 minutes. This can be changed through a property.
This commit is contained in:
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commit
1e66c4104a
29 changed files with 1264 additions and 269 deletions
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@ -5,9 +5,17 @@
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<implicit-attachment-mask>depth</implicit-attachment-mask>
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<effect-scheme>hdr-envmap</effect-scheme>
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<clear-mask>depth</clear-mask>
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<!-- Only render the skydome and terrain -->
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<!-- TODO: Explicitly select the LOD level -->
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<cull-mask>0x800</cull-mask>
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<!--
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Only render:
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- Terrain (both WS 2.0 and 3.0)
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- Clouds
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- Skydome
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-->
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<cull-mask>0x1801</cull-mask>
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<binding>
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<unit>12</unit>
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<buffer>transmittance</buffer>
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</binding>
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<binding>
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<unit>13</unit>
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<buffer>sky-view</buffer>
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@ -6,4 +6,7 @@
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<unit>0</unit>
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<buffer>envmap</buffer>
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</binding>
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<render-condition>
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<property>/sim/rendering/hdr/envmap/should-prefilter</property>
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</render-condition>
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</PropertyList>
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@ -343,6 +343,9 @@
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<buffer>envmap</buffer>
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<face>0</face>
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</attachment>
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<render-condition>
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<property>/sim/rendering/hdr/envmap/should-render-face-0</property>
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</render-condition>
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</pass>
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<pass include="env-capture-pass.xml">
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<name>env-capture1</name>
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@ -352,6 +355,9 @@
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<buffer>envmap</buffer>
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<face>1</face>
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</attachment>
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<render-condition>
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<property>/sim/rendering/hdr/envmap/should-render-face-1</property>
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</render-condition>
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</pass>
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<pass include="env-capture-pass.xml">
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<name>env-capture2</name>
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@ -361,6 +367,9 @@
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<buffer>envmap</buffer>
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<face>2</face>
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</attachment>
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<render-condition>
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<property>/sim/rendering/hdr/envmap/should-render-face-2</property>
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</render-condition>
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</pass>
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<pass include="env-capture-pass.xml">
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<name>env-capture3</name>
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@ -370,6 +379,9 @@
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<buffer>envmap</buffer>
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<face>3</face>
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</attachment>
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<render-condition>
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<property>/sim/rendering/hdr/envmap/should-render-face-3</property>
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</render-condition>
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</pass>
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<pass include="env-capture-pass.xml">
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<name>env-capture4</name>
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@ -379,6 +391,9 @@
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<buffer>envmap</buffer>
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<face>4</face>
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</attachment>
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<render-condition>
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<property>/sim/rendering/hdr/envmap/should-render-face-4</property>
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</render-condition>
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</pass>
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<pass include="env-capture-pass.xml">
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<name>env-capture5</name>
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@ -390,6 +405,9 @@
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<!-- Generate the mips after writing to the last face -->
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<mipmap-generation>true</mipmap-generation>
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</attachment>
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<render-condition>
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<property>/sim/rendering/hdr/envmap/should-render-face-5</property>
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</render-condition>
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</pass>
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<!--
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@ -53,6 +53,7 @@
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<fragment-shader>Shaders/HDR/ibl.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/shadows.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/gtao.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/sun.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/clustered.glsl</fragment-shader>
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@ -127,6 +128,7 @@
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<type>sampler-2d</type>
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<value type="int">11</value>
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</uniform>
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<!-- sun.glsl -->
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<uniform>
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<name>transmittance_tex</name>
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<type>sampler-2d</type>
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@ -19,6 +19,7 @@
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<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/normal_encoding.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/pos_from_depth.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/sun.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
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@ -50,6 +51,7 @@
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<type>sampler-2d</type>
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<value type="int">11</value>
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</uniform>
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<!-- sun.glsl -->
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<uniform>
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<name>transmittance_tex</name>
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<type>sampler-2d</type>
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@ -25,6 +25,43 @@
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<exposure-compensation>
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<use>/sim/rendering/hdr/exposure-compensation</use>
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</exposure-compensation>
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<!-- atmos.glsl -->
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<aerosol-absorption-cross-section type="vec4d">
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[3]</use>
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</aerosol-absorption-cross-section>
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<aerosol-scattering-cross-section type="vec4d">
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[0]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[1]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[2]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[3]</use>
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</aerosol-scattering-cross-section>
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<aerosol-base-density>
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<use>/sim/rendering/hdr/atmos/aerosol-base-density</use>
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</aerosol-base-density>
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<aerosol-relative-background-density>
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<use>/sim/rendering/hdr/atmos/aerosol-relative-background-density</use>
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</aerosol-relative-background-density>
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<aerosol-scale-height>
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<use>/sim/rendering/hdr/atmos/aerosol-scale-height</use>
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</aerosol-scale-height>
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<fog-density>
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<use>/sim/rendering/hdr/atmos/fog-density</use>
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</fog-density>
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<fog-scale-height>
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<use>/sim/rendering/hdr/atmos/fog-scale-height</use>
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</fog-scale-height>
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<ozone-mean-dobson>
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<use>/sim/rendering/hdr/atmos/ozone-mean-dobson</use>
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</ozone-mean-dobson>
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<ground-albedo type="vec4d">
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<use>/sim/rendering/hdr/atmos/ground-albedo[0]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[1]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[2]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[3]</use>
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</ground-albedo>
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</parameters>
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<technique n="9">
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@ -263,9 +300,12 @@
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<rendering-hint>transparent</rendering-hint>
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<program>
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<vertex-shader>Shaders/HDR/cloud_static.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
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<fragment-shader>Shaders/HDR/3dcloud.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
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</program>
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@ -280,6 +320,7 @@
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<type>sampler-2d</type>
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<value type="int">11</value>
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</uniform>
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<!-- sun.glsl -->
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<uniform>
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<name>transmittance_tex</name>
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<type>sampler-2d</type>
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@ -298,4 +339,92 @@
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</uniform>
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</pass>
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</technique>
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<technique n="139">
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<scheme>hdr-envmap</scheme>
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<pass>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<texture-unit>
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<unit>0</unit>
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<type>2d</type>
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<image><use>texture[0]/image</use></image>
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<wrap-s>clamp-to-border</wrap-s>
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<wrap-t>clamp-to-border</wrap-t>
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</texture-unit>
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<blend>1</blend>
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<rendering-hint>transparent</rendering-hint>
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<program>
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<vertex-shader>Shaders/HDR/cloud_static_envmap.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/math.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/aerial_perspective_envmap.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/atmos.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
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<fragment-shader>Shaders/HDR/3dcloud_envmap.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective_envmap.glsl</fragment-shader>
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</program>
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<uniform>
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<name>base_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<!-- sun.glsl -->
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<!-- aerial_perspective_envmap.glsl -->
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<uniform>
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<name>transmittance_tex</name>
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<type>sampler-2d</type>
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<value type="int">12</value>
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</uniform>
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<!-- atmos.glsl -->
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<uniform>
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<name>aerosol_absorption_cross_section</name>
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<type>float-vec4</type>
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<value><use>aerosol-absorption-cross-section</use></value>
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</uniform>
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<uniform>
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<name>aerosol_scattering_cross_section</name>
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<type>float-vec4</type>
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<value><use>aerosol-scattering-cross-section</use></value>
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</uniform>
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<uniform>
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<name>aerosol_base_density</name>
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<type>float</type>
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<value><use>aerosol-base-density</use></value>
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</uniform>
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<uniform>
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<name>aerosol_relative_background_density</name>
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<type>float</type>
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<value><use>aerosol-relative-background-density</use></value>
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</uniform>
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<uniform>
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<name>aerosol_scale_height</name>
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<type>float</type>
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<value><use>aerosol-scale-height</use></value>
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</uniform>
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<uniform>
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<name>fog_density</name>
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<type>float</type>
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<value><use>fog-density</use></value>
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</uniform>
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<uniform>
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<name>fog_scale_height</name>
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<type>float</type>
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<value><use>fog-scale-height</use></value>
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</uniform>
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<uniform>
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<name>ozone_mean_dobson</name>
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<type>float</type>
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<value><use>ozone-mean-dobson</use></value>
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</uniform>
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<uniform>
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<name>ground_albedo</name>
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<type>float-vec4</type>
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<value><use>ground-albedo</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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<exposure-compensation>
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<use>/sim/rendering/hdr/exposure-compensation</use>
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</exposure-compensation>
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<!-- atmos.glsl -->
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<aerosol-absorption-cross-section type="vec4d">
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[3]</use>
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</aerosol-absorption-cross-section>
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<aerosol-scattering-cross-section type="vec4d">
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[0]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[1]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[2]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[3]</use>
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</aerosol-scattering-cross-section>
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<aerosol-base-density>
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<use>/sim/rendering/hdr/atmos/aerosol-base-density</use>
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</aerosol-base-density>
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<aerosol-relative-background-density>
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<use>/sim/rendering/hdr/atmos/aerosol-relative-background-density</use>
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</aerosol-relative-background-density>
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<aerosol-scale-height>
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<use>/sim/rendering/hdr/atmos/aerosol-scale-height</use>
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</aerosol-scale-height>
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<fog-density>
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<use>/sim/rendering/hdr/atmos/fog-density</use>
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</fog-density>
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<fog-scale-height>
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<use>/sim/rendering/hdr/atmos/fog-scale-height</use>
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</fog-scale-height>
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<ozone-mean-dobson>
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<use>/sim/rendering/hdr/atmos/ozone-mean-dobson</use>
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</ozone-mean-dobson>
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<ground-albedo type="vec4d">
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<use>/sim/rendering/hdr/atmos/ground-albedo[0]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[1]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[2]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[3]</use>
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</ground-albedo>
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</parameters>
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<technique n="9">
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<rendering-hint>transparent</rendering-hint>
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<program>
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<vertex-shader>Shaders/HDR/cloud_static.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
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<fragment-shader>Shaders/HDR/3dcloud.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
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</program>
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<type>sampler-2d</type>
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<value type="int">11</value>
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</uniform>
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<!-- sun.glsl -->
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<uniform>
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<name>transmittance_tex</name>
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<type>sampler-2d</type>
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</uniform>
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</pass>
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</technique>
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<technique n="139">
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<scheme>hdr-envmap</scheme>
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<pass>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<texture-unit>
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<unit>0</unit>
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<type>2d</type>
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<image><use>texture[0]/image</use></image>
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<wrap-s>clamp-to-border</wrap-s>
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<wrap-t>clamp-to-border</wrap-t>
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</texture-unit>
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<blend>1</blend>
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<rendering-hint>transparent</rendering-hint>
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<program>
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<vertex-shader>Shaders/HDR/cloud_static_envmap.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/math.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/aerial_perspective_envmap.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/atmos.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
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<fragment-shader>Shaders/HDR/3dcloud_envmap.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective_envmap.glsl</fragment-shader>
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</program>
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<uniform>
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<name>base_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<!-- sun.glsl -->
|
||||
<!-- aerial_perspective_envmap.glsl -->
|
||||
<uniform>
|
||||
<name>transmittance_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">12</value>
|
||||
</uniform>
|
||||
<!-- atmos.glsl -->
|
||||
<uniform>
|
||||
<name>aerosol_absorption_cross_section</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>aerosol-absorption-cross-section</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_scattering_cross_section</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>aerosol-scattering-cross-section</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_base_density</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-base-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_relative_background_density</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-relative-background-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_scale_height</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-scale-height</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fog_density</name>
|
||||
<type>float</type>
|
||||
<value><use>fog-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fog_scale_height</name>
|
||||
<type>float</type>
|
||||
<value><use>fog-scale-height</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ozone_mean_dobson</name>
|
||||
<type>float</type>
|
||||
<value><use>ozone-mean-dobson</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ground_albedo</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>ground-albedo</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
||||
|
|
|
@ -24,6 +24,43 @@
|
|||
<exposure-compensation>
|
||||
<use>/sim/rendering/hdr/exposure-compensation</use>
|
||||
</exposure-compensation>
|
||||
<!-- atmos.glsl -->
|
||||
<aerosol-absorption-cross-section type="vec4d">
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[3]</use>
|
||||
</aerosol-absorption-cross-section>
|
||||
<aerosol-scattering-cross-section type="vec4d">
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[0]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[1]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[2]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[3]</use>
|
||||
</aerosol-scattering-cross-section>
|
||||
<aerosol-base-density>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-base-density</use>
|
||||
</aerosol-base-density>
|
||||
<aerosol-relative-background-density>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-relative-background-density</use>
|
||||
</aerosol-relative-background-density>
|
||||
<aerosol-scale-height>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scale-height</use>
|
||||
</aerosol-scale-height>
|
||||
<fog-density>
|
||||
<use>/sim/rendering/hdr/atmos/fog-density</use>
|
||||
</fog-density>
|
||||
<fog-scale-height>
|
||||
<use>/sim/rendering/hdr/atmos/fog-scale-height</use>
|
||||
</fog-scale-height>
|
||||
<ozone-mean-dobson>
|
||||
<use>/sim/rendering/hdr/atmos/ozone-mean-dobson</use>
|
||||
</ozone-mean-dobson>
|
||||
<ground-albedo type="vec4d">
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[0]</use>
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[1]</use>
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[2]</use>
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[3]</use>
|
||||
</ground-albedo>
|
||||
</parameters>
|
||||
|
||||
<technique n="8">
|
||||
|
@ -391,9 +428,12 @@
|
|||
<rendering-hint>transparent</rendering-hint>
|
||||
<program>
|
||||
<vertex-shader>Shaders/HDR/cloud_static.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
|
||||
<fragment-shader>Shaders/HDR/3dcloud.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
|
||||
</program>
|
||||
|
@ -408,6 +448,7 @@
|
|||
<type>sampler-2d</type>
|
||||
<value type="int">11</value>
|
||||
</uniform>
|
||||
<!-- sun.glsl -->
|
||||
<uniform>
|
||||
<name>transmittance_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
|
@ -426,4 +467,92 @@
|
|||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique n="139">
|
||||
<scheme>hdr-envmap</scheme>
|
||||
<pass>
|
||||
<depth>
|
||||
<write-mask>false</write-mask>
|
||||
</depth>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type>2d</type>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<wrap-s>clamp-to-border</wrap-s>
|
||||
<wrap-t>clamp-to-border</wrap-t>
|
||||
</texture-unit>
|
||||
<blend>1</blend>
|
||||
<rendering-hint>transparent</rendering-hint>
|
||||
<program>
|
||||
<vertex-shader>Shaders/HDR/cloud_static_envmap.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/math.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/aerial_perspective_envmap.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/atmos.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
|
||||
<fragment-shader>Shaders/HDR/3dcloud_envmap.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/aerial_perspective_envmap.glsl</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>base_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<!-- sun.glsl -->
|
||||
<!-- aerial_perspective_envmap.glsl -->
|
||||
<uniform>
|
||||
<name>transmittance_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">12</value>
|
||||
</uniform>
|
||||
<!-- atmos.glsl -->
|
||||
<uniform>
|
||||
<name>aerosol_absorption_cross_section</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>aerosol-absorption-cross-section</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_scattering_cross_section</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>aerosol-scattering-cross-section</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_base_density</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-base-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_relative_background_density</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-relative-background-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_scale_height</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-scale-height</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fog_density</name>
|
||||
<type>float</type>
|
||||
<value><use>fog-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fog_scale_height</name>
|
||||
<type>float</type>
|
||||
<value><use>fog-scale-height</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ozone_mean_dobson</name>
|
||||
<type>float</type>
|
||||
<value><use>ozone-mean-dobson</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ground_albedo</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>ground-albedo</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
||||
|
|
|
@ -31,6 +31,43 @@
|
|||
<exposure-compensation>
|
||||
<use>/sim/rendering/hdr/exposure-compensation</use>
|
||||
</exposure-compensation>
|
||||
<!-- atmos.glsl -->
|
||||
<aerosol-absorption-cross-section type="vec4d">
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[3]</use>
|
||||
</aerosol-absorption-cross-section>
|
||||
<aerosol-scattering-cross-section type="vec4d">
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[0]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[1]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[2]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[3]</use>
|
||||
</aerosol-scattering-cross-section>
|
||||
<aerosol-base-density>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-base-density</use>
|
||||
</aerosol-base-density>
|
||||
<aerosol-relative-background-density>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-relative-background-density</use>
|
||||
</aerosol-relative-background-density>
|
||||
<aerosol-scale-height>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scale-height</use>
|
||||
</aerosol-scale-height>
|
||||
<fog-density>
|
||||
<use>/sim/rendering/hdr/atmos/fog-density</use>
|
||||
</fog-density>
|
||||
<fog-scale-height>
|
||||
<use>/sim/rendering/hdr/atmos/fog-scale-height</use>
|
||||
</fog-scale-height>
|
||||
<ozone-mean-dobson>
|
||||
<use>/sim/rendering/hdr/atmos/ozone-mean-dobson</use>
|
||||
</ozone-mean-dobson>
|
||||
<ground-albedo type="vec4d">
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[0]</use>
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[1]</use>
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[2]</use>
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[3]</use>
|
||||
</ground-albedo>
|
||||
</parameters>
|
||||
|
||||
<technique n="8">
|
||||
|
@ -504,9 +541,12 @@
|
|||
<rendering-hint>transparent</rendering-hint>
|
||||
<program>
|
||||
<vertex-shader>Shaders/HDR/3dcloud.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/3dcloud_common.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
|
||||
<fragment-shader>Shaders/HDR/3dcloud.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
|
||||
<attribute>
|
||||
|
@ -539,6 +579,7 @@
|
|||
<type>sampler-2d</type>
|
||||
<value type="int">11</value>
|
||||
</uniform>
|
||||
<!-- sun.glsl -->
|
||||
<uniform>
|
||||
<name>transmittance_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
|
@ -557,4 +598,110 @@
|
|||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique n="139">
|
||||
<scheme>hdr-envmap</scheme>
|
||||
<pass>
|
||||
<depth>
|
||||
<write-mask>false</write-mask>
|
||||
</depth>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type>2d</type>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<wrap-s>clamp-to-border</wrap-s>
|
||||
<wrap-t>clamp-to-border</wrap-t>
|
||||
</texture-unit>
|
||||
<blend>1</blend>
|
||||
<rendering-hint>transparent</rendering-hint>
|
||||
<program>
|
||||
<vertex-shader>Shaders/HDR/3dcloud_envmap.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/3dcloud_common.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/math.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/aerial_perspective_envmap.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/atmos.glsl</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
|
||||
<fragment-shader>Shaders/HDR/3dcloud_envmap.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/aerial_perspective_envmap.glsl</fragment-shader>
|
||||
<attribute>
|
||||
<name>usrAttr1</name>
|
||||
<index>10</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>usrAttr2</name>
|
||||
<index>11</index>
|
||||
</attribute>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>base_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>range</name>
|
||||
<type>float</type>
|
||||
<value><use>range</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>detail_range</name>
|
||||
<type>float</type>
|
||||
<value><use>detail</use></value>
|
||||
</uniform>
|
||||
<!-- sun.glsl -->
|
||||
<!-- aerial_perspective_envmap.glsl -->
|
||||
<uniform>
|
||||
<name>transmittance_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">12</value>
|
||||
</uniform>
|
||||
<!-- atmos.glsl -->
|
||||
<uniform>
|
||||
<name>aerosol_absorption_cross_section</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>aerosol-absorption-cross-section</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_scattering_cross_section</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>aerosol-scattering-cross-section</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_base_density</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-base-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_relative_background_density</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-relative-background-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_scale_height</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-scale-height</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fog_density</name>
|
||||
<type>float</type>
|
||||
<value><use>fog-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fog_scale_height</name>
|
||||
<type>float</type>
|
||||
<value><use>fog-scale-height</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ozone_mean_dobson</name>
|
||||
<type>float</type>
|
||||
<value><use>ozone-mean-dobson</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ground_albedo</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>ground-albedo</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
||||
|
|
|
@ -102,6 +102,7 @@
|
|||
<fragment-shader>Shaders/HDR/surface.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/ibl.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/shadows.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/sun.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/clustered.glsl</fragment-shader>
|
||||
|
@ -185,6 +186,7 @@
|
|||
<type>sampler-2d</type>
|
||||
<value type="int">11</value>
|
||||
</uniform>
|
||||
<!-- sun.glsl -->
|
||||
<uniform>
|
||||
<name>transmittance_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
|
|
|
@ -106,6 +106,7 @@
|
|||
<fragment-shader>Shaders/HDR/surface.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/ibl.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/shadows.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/sun.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/clustered.glsl</fragment-shader>
|
||||
|
@ -154,6 +155,7 @@
|
|||
<type>sampler-2d</type>
|
||||
<value type="int">11</value>
|
||||
</uniform>
|
||||
<!-- sun.glsl -->
|
||||
<uniform>
|
||||
<name>transmittance_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
|
|
|
@ -189,6 +189,43 @@
|
|||
<use>/sim/rendering/shadows/sun-atlas-size</use>
|
||||
</sun_atlas_size>
|
||||
<!-- END shadows include -->
|
||||
<!-- atmos.glsl -->
|
||||
<aerosol-absorption-cross-section type="vec4d">
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[3]</use>
|
||||
</aerosol-absorption-cross-section>
|
||||
<aerosol-scattering-cross-section type="vec4d">
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[0]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[1]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[2]</use>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[3]</use>
|
||||
</aerosol-scattering-cross-section>
|
||||
<aerosol-base-density>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-base-density</use>
|
||||
</aerosol-base-density>
|
||||
<aerosol-relative-background-density>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-relative-background-density</use>
|
||||
</aerosol-relative-background-density>
|
||||
<aerosol-scale-height>
|
||||
<use>/sim/rendering/hdr/atmos/aerosol-scale-height</use>
|
||||
</aerosol-scale-height>
|
||||
<fog-density>
|
||||
<use>/sim/rendering/hdr/atmos/fog-density</use>
|
||||
</fog-density>
|
||||
<fog-scale-height>
|
||||
<use>/sim/rendering/hdr/atmos/fog-scale-height</use>
|
||||
</fog-scale-height>
|
||||
<ozone-mean-dobson>
|
||||
<use>/sim/rendering/hdr/atmos/ozone-mean-dobson</use>
|
||||
</ozone-mean-dobson>
|
||||
<ground-albedo type="vec4d">
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[0]</use>
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[1]</use>
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[2]</use>
|
||||
<use>/sim/rendering/hdr/atmos/ground-albedo[3]</use>
|
||||
</ground-albedo>
|
||||
</parameters>
|
||||
<!-- put techniques at a "high" index to allow derived effects to
|
||||
insert their own techniques first. -->
|
||||
|
@ -1714,4 +1751,95 @@
|
|||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique n="139">
|
||||
<scheme>hdr-envmap</scheme>
|
||||
<pass>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type><use>texture[0]/type</use></type>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<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>
|
||||
</texture-unit>
|
||||
<blend>0</blend>
|
||||
<rendering-hint>opaque</rendering-hint>
|
||||
<cull-face>back</cull-face>
|
||||
<program>
|
||||
<vertex-shader>Shaders/HDR/terrain_envmap.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/HDR/terrain_envmap.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/sun.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/aerial_perspective_envmap.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/atmos.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>color_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<!-- Orthophoto include -->
|
||||
<uniform>
|
||||
<name>orthophoto_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">15</value>
|
||||
</uniform>
|
||||
<!-- sun.glsl -->
|
||||
<!-- aerial_perspective_envmap.glsl -->
|
||||
<uniform>
|
||||
<name>transmittance_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">12</value>
|
||||
</uniform>
|
||||
<!-- atmos.glsl -->
|
||||
<uniform>
|
||||
<name>aerosol_absorption_cross_section</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>aerosol-absorption-cross-section</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_scattering_cross_section</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>aerosol-scattering-cross-section</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_base_density</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-base-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_relative_background_density</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-relative-background-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>aerosol_scale_height</name>
|
||||
<type>float</type>
|
||||
<value><use>aerosol-scale-height</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fog_density</name>
|
||||
<type>float</type>
|
||||
<value><use>fog-density</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fog_scale_height</name>
|
||||
<type>float</type>
|
||||
<value><use>fog-scale-height</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ozone_mean_dobson</name>
|
||||
<type>float</type>
|
||||
<value><use>ozone-mean-dobson</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ground_albedo</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>ground-albedo</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
||||
|
|
|
@ -10,6 +10,9 @@
|
|||
# by the shaders directly.
|
||||
#-------------------------------------------------------------------------------
|
||||
|
||||
################################################################################
|
||||
# Atmosphere
|
||||
################################################################################
|
||||
setprop("/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]", 2.8722e-24);
|
||||
setprop("/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]", 4.6168e-24);
|
||||
setprop("/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]", 7.9706e-24);
|
||||
|
@ -31,3 +34,63 @@ setprop("/sim/rendering/hdr/atmos/ground-albedo[0]", 0.4);
|
|||
setprop("/sim/rendering/hdr/atmos/ground-albedo[1]", 0.4);
|
||||
setprop("/sim/rendering/hdr/atmos/ground-albedo[2]", 0.4);
|
||||
setprop("/sim/rendering/hdr/atmos/ground-albedo[3]", 0.4);
|
||||
|
||||
################################################################################
|
||||
# Environment map
|
||||
################################################################################
|
||||
var is_envmap_updating = false;
|
||||
var current_envmap_face = 0;
|
||||
|
||||
var update_envmap_face = func {
|
||||
if (current_envmap_face < 6) {
|
||||
# Render the current face
|
||||
setprop("/sim/rendering/hdr/envmap/should-render-face-"
|
||||
~ current_envmap_face, true);
|
||||
}
|
||||
if (current_envmap_face > 0) {
|
||||
# Stop rendering the previous face
|
||||
setprop("/sim/rendering/hdr/envmap/should-render-face-"
|
||||
~ (current_envmap_face - 1), false);
|
||||
}
|
||||
if (current_envmap_face < 6) {
|
||||
# Go to next face and update it next frame
|
||||
current_envmap_face += 1;
|
||||
settimer(update_envmap_face, 0);
|
||||
} else {
|
||||
# We have finished updating all faces, reset the face counter, end the
|
||||
# update loop and prefilter the envmap.
|
||||
current_envmap_face = 0;
|
||||
setprop("/sim/rendering/hdr/envmap/should-prefilter", true);
|
||||
settimer(func {
|
||||
setprop("/sim/rendering/hdr/envmap/should-prefilter", false);
|
||||
is_envmap_updating = false;
|
||||
}, 0);
|
||||
}
|
||||
}
|
||||
|
||||
var update_envmap = func {
|
||||
if (!is_envmap_updating) {
|
||||
is_envmap_updating = true;
|
||||
settimer(update_envmap_face, 0);
|
||||
}
|
||||
}
|
||||
|
||||
var update_envmap_periodically = func {
|
||||
update_envmap();
|
||||
var update_rate = getprop("/sim/rendering/hdr/envmap/update-rate-s");
|
||||
settimer(update_envmap_periodically, update_rate);
|
||||
}
|
||||
|
||||
# Start updating the envmap on FDM initialization
|
||||
setlistener("/sim/signals/fdm-initialized", func {
|
||||
update_envmap_periodically();
|
||||
# Do a single update after 5 seconds when most of the scenery is loaded
|
||||
settimer(update_envmap, 5)
|
||||
});
|
||||
|
||||
setlistener("/sim/rendering/hdr/envmap/force-update", func(p) {
|
||||
if (p.getValue()) {
|
||||
update_envmap();
|
||||
p.setValue(false);
|
||||
}
|
||||
}, 0, 0);
|
||||
|
|
|
@ -2,70 +2,17 @@
|
|||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
in vec2 texcoord;
|
||||
in vec4 cloud_color;
|
||||
in vec4 ap_color;
|
||||
|
||||
uniform sampler2D base_tex;
|
||||
|
||||
uniform mat4 osg_ProjectionMatrix;
|
||||
uniform vec4 fg_Viewport;
|
||||
uniform vec3 fg_SunDirection;
|
||||
|
||||
uniform float density = 30.0;
|
||||
uniform float max_sample_dist = 0.05;
|
||||
|
||||
const int STEPS = 8;
|
||||
|
||||
// aerial_perspective.glsl
|
||||
vec3 mix_aerial_perspective(vec3 color, vec4 ap);
|
||||
// 3dcloud_common.frag
|
||||
vec4 cloud_common_frag();
|
||||
// exposure.glsl
|
||||
vec3 apply_exposure(vec3 color);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 base = texture(base_tex, texcoord);
|
||||
vec4 color = cloud_common_frag();
|
||||
|
||||
// Directly discard fragments below a threshold
|
||||
if (base.a < 0.02)
|
||||
discard;
|
||||
|
||||
// Pixel position in screen space [-1, 1]
|
||||
vec2 screen_uv = ((gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw) * 2.0 - 1.0;
|
||||
|
||||
// XXX: Sun's screen-space position. This should be passed as an uniform
|
||||
vec4 sun_dir_screen = osg_ProjectionMatrix * vec4(fg_SunDirection, 0.0);
|
||||
sun_dir_screen.xyz /= sun_dir_screen.w;
|
||||
sun_dir_screen.xyz = normalize(sun_dir_screen.xyz);
|
||||
|
||||
// Direction from pixel to Sun in screen space
|
||||
vec2 sun_dir = screen_uv - sun_dir_screen.xy;
|
||||
// Flip the x axis
|
||||
sun_dir.x = -sun_dir.x;
|
||||
|
||||
float dt = max_sample_dist / STEPS;
|
||||
|
||||
// 2D ray march along the Sun's direction to estimate the transmittance
|
||||
float T = 1.0;
|
||||
for (int i = 0; i < STEPS; ++i) {
|
||||
float t = (float(i) + 0.5) * dt;
|
||||
vec2 uv_t = texcoord - sun_dir * t;
|
||||
vec4 texel = texture(base_tex, uv_t);
|
||||
// Beer-Lambert's law
|
||||
T *= exp(-texel.a * dt * density);
|
||||
}
|
||||
|
||||
// When the camera is facing perpendicularly to the Sun, the Sun's
|
||||
// screen-space location can tend toward infinity. Fade the effect toward
|
||||
// the perpendicular.
|
||||
float fade = smoothstep(0.1, 0.5, dot(vec3(0.0, 0.0, -1.0), fg_SunDirection));
|
||||
|
||||
vec4 color = base * cloud_color;
|
||||
color.rgb *= base.a * mix(0.5, T, fade);
|
||||
|
||||
color.rgb = mix_aerial_perspective(color.rgb, ap_color);
|
||||
|
||||
// Pre-expose
|
||||
// Only pre-expose when not rendering to the environment map.
|
||||
// We want the non-exposed radiance values for IBL.
|
||||
color.rgb = apply_exposure(color.rgb);
|
||||
|
||||
fragColor = color;
|
||||
|
|
|
@ -1,116 +1,19 @@
|
|||
#version 330 core
|
||||
|
||||
layout(location = 0) in vec4 pos;
|
||||
layout(location = 2) in vec4 vertex_color;
|
||||
layout(location = 3) in vec4 multitexcoord0;
|
||||
layout(location = 10) in vec4 usrAttr1;
|
||||
layout(location = 11) in vec4 usrAttr2;
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 cloud_color;
|
||||
out vec4 ap_color;
|
||||
|
||||
uniform float range;
|
||||
uniform float detail_range;
|
||||
|
||||
uniform mat4 osg_ModelViewMatrix;
|
||||
uniform mat4 osg_ModelViewProjectionMatrix;
|
||||
uniform mat4 osg_ViewMatrixInverse;
|
||||
uniform vec3 fg_SunDirectionWorld;
|
||||
|
||||
// 3dcloud_common.vert
|
||||
void cloud_common_vert(out vec4 vs_pos, out vec4 ws_pos);
|
||||
// aerial_perspective.glsl
|
||||
vec4 get_aerial_perspective(vec2 coord, float depth);
|
||||
vec3 get_sun_radiance(vec3 p);
|
||||
|
||||
void main()
|
||||
{
|
||||
float alpha_factor = usrAttr1.r;
|
||||
float shade_factor = usrAttr1.g;
|
||||
float cloud_height = usrAttr1.b;
|
||||
float bottom_factor = usrAttr2.r;
|
||||
float middle_factor = usrAttr2.g;
|
||||
float top_factor = usrAttr2.b;
|
||||
vec4 vs_pos, ws_pos;
|
||||
cloud_common_vert(vs_pos, ws_pos);
|
||||
|
||||
texcoord = multitexcoord0.st;
|
||||
|
||||
// XXX: Should be sent as an uniform
|
||||
mat4 inverseModelViewMatrix = inverse(osg_ModelViewMatrix);
|
||||
|
||||
vec4 ep = inverseModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0);
|
||||
vec4 l = inverseModelViewMatrix * vec4(0.0, 0.0, 1.0, 1.0);
|
||||
vec3 u = normalize(ep.xyz - l.xyz);
|
||||
|
||||
// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
|
||||
// the columns of that matrix.
|
||||
vec3 absu = abs(u);
|
||||
vec3 r = normalize(vec3(-u.y, u.x, 0.0));
|
||||
vec3 w = cross(u, r);
|
||||
|
||||
// Do the matrix multiplication by [ u r w pos]. Assume no
|
||||
// scaling in the homogeneous component of pos.
|
||||
vec4 final_pos = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
final_pos.xyz = pos.x * u;
|
||||
final_pos.xyz += pos.y * r;
|
||||
final_pos.xyz += pos.z * w;
|
||||
// Apply Z scaling to allow sprites to be squashed in the z-axis
|
||||
final_pos.z = final_pos.z * vertex_color.w;
|
||||
|
||||
// Now shift the sprite to the correct position in the cloud.
|
||||
final_pos.xyz += vertex_color.xyz;
|
||||
|
||||
// Determine the position - used for fog and shading calculations
|
||||
float fogCoord = length(vec3(osg_ModelViewMatrix * vec4(vertex_color.xyz, 1.0)));
|
||||
float center_dist = length(vec3(osg_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)));
|
||||
|
||||
if ((fogCoord > detail_range) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
|
||||
// More than detail_range away, so discard all sprites on opposite side of
|
||||
// cloud center by shifting them beyond the view fustrum
|
||||
gl_Position = vec4(0.0, 0.0, 10.0, 1.0);
|
||||
cloud_color = vec4(0.0);
|
||||
} else {
|
||||
gl_Position = osg_ModelViewProjectionMatrix * final_pos;
|
||||
|
||||
vec4 final_view_pos = osg_ModelViewMatrix * final_pos;
|
||||
vec4 final_world_pos = osg_ViewMatrixInverse * final_view_pos;
|
||||
|
||||
// Determine a lighting normal based on the vertex position from the
|
||||
// center of the cloud, so that sprite on the opposite side of the cloud
|
||||
// to the sun are darker.
|
||||
vec3 n = normalize(vec3(osg_ViewMatrixInverse *
|
||||
osg_ModelViewMatrix * vec4(-final_pos.xyz, 0.0)));
|
||||
float NdotL = dot(-fg_SunDirectionWorld, n);
|
||||
|
||||
// Determine the shading of the vertex. We shade it based on it's position
|
||||
// in the cloud relative to the sun, and it's vertical position in the cloud.
|
||||
float shade = mix(shade_factor, top_factor, smoothstep(-0.3, 0.3, NdotL));
|
||||
|
||||
if (final_pos.z < 0.5 * cloud_height) {
|
||||
shade = min(shade, mix(bottom_factor, middle_factor,
|
||||
final_pos.z * 2.0 / cloud_height));
|
||||
} else {
|
||||
shade = min(shade, mix(middle_factor, top_factor,
|
||||
final_pos.z * 2.0 / cloud_height - 1.0));
|
||||
}
|
||||
|
||||
cloud_color.rgb = shade * get_sun_radiance(final_world_pos.xyz);
|
||||
|
||||
// Perspective division and scale to [0, 1] to get the screen position
|
||||
// of the vertex.
|
||||
vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
|
||||
ap_color = get_aerial_perspective(coord, length(final_view_pos));
|
||||
|
||||
if ((fogCoord > (0.9 * detail_range))
|
||||
&& (fogCoord > center_dist)
|
||||
&& (shade_factor < 0.7)) {
|
||||
// cloudlet is almost at the detail range, so fade it out.
|
||||
cloud_color.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord);
|
||||
} else {
|
||||
// As we get within 100m of the sprite, it is faded out.
|
||||
// Equally at large distances it also fades out.
|
||||
cloud_color.a = min(smoothstep(10.0, 100.0, fogCoord),
|
||||
1.0 - smoothstep(0.9 * range, range, fogCoord));
|
||||
}
|
||||
|
||||
cloud_color.a *= alpha_factor;
|
||||
}
|
||||
// Perspective division and scale to [0, 1] to get the screen position
|
||||
// of the vertex.
|
||||
vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
|
||||
ap_color = get_aerial_perspective(coord, length(vs_pos.xyz));
|
||||
}
|
||||
|
|
65
Shaders/HDR/3dcloud_common.frag
Normal file
65
Shaders/HDR/3dcloud_common.frag
Normal file
|
@ -0,0 +1,65 @@
|
|||
#version 330 core
|
||||
|
||||
in vec2 texcoord;
|
||||
in vec4 cloud_color;
|
||||
in vec4 ap_color;
|
||||
|
||||
uniform sampler2D base_tex;
|
||||
|
||||
uniform mat4 osg_ProjectionMatrix;
|
||||
uniform vec4 fg_Viewport;
|
||||
uniform vec3 fg_SunDirection;
|
||||
|
||||
uniform float density = 30.0;
|
||||
uniform float max_sample_dist = 0.05;
|
||||
|
||||
const int STEPS = 8;
|
||||
|
||||
// aerial_perspective.glsl
|
||||
vec3 mix_aerial_perspective(vec3 color, vec4 ap);
|
||||
|
||||
vec4 cloud_common_frag()
|
||||
{
|
||||
vec4 base = texture(base_tex, texcoord);
|
||||
|
||||
// Directly discard fragments below a threshold
|
||||
if (base.a < 0.02)
|
||||
discard;
|
||||
|
||||
// Pixel position in screen space [-1, 1]
|
||||
vec2 screen_uv = ((gl_FragCoord.xy - fg_Viewport.xy) / fg_Viewport.zw) * 2.0 - 1.0;
|
||||
|
||||
// XXX: Sun's screen-space position. This should be passed as an uniform
|
||||
vec4 sun_dir_screen = osg_ProjectionMatrix * vec4(fg_SunDirection, 0.0);
|
||||
sun_dir_screen.xyz /= sun_dir_screen.w;
|
||||
sun_dir_screen.xyz = normalize(sun_dir_screen.xyz);
|
||||
|
||||
// Direction from pixel to Sun in screen space
|
||||
vec2 sun_dir = screen_uv - sun_dir_screen.xy;
|
||||
// Flip the x axis
|
||||
sun_dir.x = -sun_dir.x;
|
||||
|
||||
float dt = max_sample_dist / STEPS;
|
||||
|
||||
// 2D ray march along the Sun's direction to estimate the transmittance
|
||||
float T = 1.0;
|
||||
for (int i = 0; i < STEPS; ++i) {
|
||||
float t = (float(i) + 0.5) * dt;
|
||||
vec2 uv_t = texcoord - sun_dir * t;
|
||||
vec4 texel = texture(base_tex, uv_t);
|
||||
// Beer-Lambert's law
|
||||
T *= exp(-texel.a * dt * density);
|
||||
}
|
||||
|
||||
// When the camera is facing perpendicularly to the Sun, the Sun's
|
||||
// screen-space location can tend toward infinity. Fade the effect toward
|
||||
// the perpendicular.
|
||||
float fade = smoothstep(0.1, 0.5, dot(vec3(0.0, 0.0, -1.0), fg_SunDirection));
|
||||
|
||||
vec4 color = base * cloud_color;
|
||||
color.rgb *= base.a * mix(0.5, T, fade);
|
||||
|
||||
color.rgb = mix_aerial_perspective(color.rgb, ap_color);
|
||||
|
||||
return color;
|
||||
}
|
109
Shaders/HDR/3dcloud_common.vert
Normal file
109
Shaders/HDR/3dcloud_common.vert
Normal file
|
@ -0,0 +1,109 @@
|
|||
#version 330 core
|
||||
|
||||
layout(location = 0) in vec4 pos;
|
||||
layout(location = 2) in vec4 vertex_color;
|
||||
layout(location = 3) in vec4 multitexcoord0;
|
||||
layout(location = 10) in vec4 usrAttr1;
|
||||
layout(location = 11) in vec4 usrAttr2;
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 cloud_color;
|
||||
|
||||
uniform float range;
|
||||
uniform float detail_range;
|
||||
|
||||
uniform mat4 osg_ModelViewMatrix;
|
||||
uniform mat4 osg_ModelViewProjectionMatrix;
|
||||
uniform mat4 osg_ViewMatrixInverse;
|
||||
uniform vec3 fg_SunDirectionWorld;
|
||||
|
||||
// sun.glsl
|
||||
vec3 get_sun_radiance(vec3 p);
|
||||
|
||||
void cloud_common_vert(out vec4 vs_pos, out vec4 ws_pos)
|
||||
{
|
||||
float alpha_factor = usrAttr1.r;
|
||||
float shade_factor = usrAttr1.g;
|
||||
float cloud_height = usrAttr1.b;
|
||||
float bottom_factor = usrAttr2.r;
|
||||
float middle_factor = usrAttr2.g;
|
||||
float top_factor = usrAttr2.b;
|
||||
|
||||
texcoord = multitexcoord0.st;
|
||||
|
||||
// XXX: Should be sent as an uniform
|
||||
mat4 inverseModelViewMatrix = inverse(osg_ModelViewMatrix);
|
||||
|
||||
vec4 ep = inverseModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0);
|
||||
vec4 l = inverseModelViewMatrix * vec4(0.0, 0.0, 1.0, 1.0);
|
||||
vec3 u = normalize(ep.xyz - l.xyz);
|
||||
|
||||
// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
|
||||
// the columns of that matrix.
|
||||
vec3 absu = abs(u);
|
||||
vec3 r = normalize(vec3(-u.y, u.x, 0.0));
|
||||
vec3 w = cross(u, r);
|
||||
|
||||
// Do the matrix multiplication by [ u r w pos]. Assume no
|
||||
// scaling in the homogeneous component of pos.
|
||||
vec4 final_pos = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
final_pos.xyz = pos.x * u;
|
||||
final_pos.xyz += pos.y * r;
|
||||
final_pos.xyz += pos.z * w;
|
||||
// Apply Z scaling to allow sprites to be squashed in the z-axis
|
||||
final_pos.z = final_pos.z * vertex_color.w;
|
||||
|
||||
// Now shift the sprite to the correct position in the cloud.
|
||||
final_pos.xyz += vertex_color.xyz;
|
||||
|
||||
// Determine the position - used for fog and shading calculations
|
||||
float fogCoord = length(vec3(osg_ModelViewMatrix * vec4(vertex_color.xyz, 1.0)));
|
||||
float center_dist = length(vec3(osg_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)));
|
||||
|
||||
if ((fogCoord > detail_range) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
|
||||
// More than detail_range away, so discard all sprites on opposite side of
|
||||
// cloud center by shifting them beyond the view fustrum
|
||||
gl_Position = vec4(0.0, 0.0, 10.0, 1.0);
|
||||
cloud_color = vec4(0.0);
|
||||
} else {
|
||||
gl_Position = osg_ModelViewProjectionMatrix * final_pos;
|
||||
|
||||
vs_pos = osg_ModelViewMatrix * final_pos;
|
||||
ws_pos = osg_ViewMatrixInverse * vs_pos;
|
||||
|
||||
// Determine a lighting normal based on the vertex position from the
|
||||
// center of the cloud, so that sprite on the opposite side of the cloud
|
||||
// to the sun are darker.
|
||||
vec3 n = normalize(vec3(osg_ViewMatrixInverse *
|
||||
osg_ModelViewMatrix * vec4(-final_pos.xyz, 0.0)));
|
||||
float NdotL = dot(-fg_SunDirectionWorld, n);
|
||||
|
||||
// Determine the shading of the vertex. We shade it based on it's position
|
||||
// in the cloud relative to the sun, and it's vertical position in the cloud.
|
||||
float shade = mix(shade_factor, top_factor, smoothstep(-0.3, 0.3, NdotL));
|
||||
|
||||
if (final_pos.z < 0.5 * cloud_height) {
|
||||
shade = min(shade, mix(bottom_factor, middle_factor,
|
||||
final_pos.z * 2.0 / cloud_height));
|
||||
} else {
|
||||
shade = min(shade, mix(middle_factor, top_factor,
|
||||
final_pos.z * 2.0 / cloud_height - 1.0));
|
||||
}
|
||||
|
||||
cloud_color.rgb = shade * get_sun_radiance(ws_pos.xyz);
|
||||
|
||||
if ((fogCoord > (0.9 * detail_range))
|
||||
&& (fogCoord > center_dist)
|
||||
&& (shade_factor < 0.7)) {
|
||||
// cloudlet is almost at the detail range, so fade it out.
|
||||
cloud_color.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord);
|
||||
} else {
|
||||
// As we get within 100m of the sprite, it is faded out.
|
||||
// Equally at large distances it also fades out.
|
||||
cloud_color.a = min(smoothstep(10.0, 100.0, fogCoord),
|
||||
1.0 - smoothstep(0.9 * range, range, fogCoord));
|
||||
}
|
||||
|
||||
cloud_color.a *= alpha_factor;
|
||||
}
|
||||
}
|
12
Shaders/HDR/3dcloud_envmap.frag
Normal file
12
Shaders/HDR/3dcloud_envmap.frag
Normal file
|
@ -0,0 +1,12 @@
|
|||
#version 330 core
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
// 3dcloud_common.frag
|
||||
vec4 cloud_common_frag();
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = cloud_common_frag();
|
||||
fragColor = color;
|
||||
}
|
16
Shaders/HDR/3dcloud_envmap.vert
Normal file
16
Shaders/HDR/3dcloud_envmap.vert
Normal file
|
@ -0,0 +1,16 @@
|
|||
#version 330 core
|
||||
|
||||
out vec4 ap_color;
|
||||
|
||||
// 3dcloud_common.vert
|
||||
void cloud_common_vert(out vec4 vs_pos, out vec4 ws_pos);
|
||||
// aerial_perspective_envmap.glsl
|
||||
vec4 get_aerial_perspective(vec3 pos);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 vs_pos, ws_pos;
|
||||
cloud_common_vert(vs_pos, ws_pos);
|
||||
|
||||
ap_color = get_aerial_perspective(ws_pos.xyz);
|
||||
}
|
|
@ -1,12 +1,6 @@
|
|||
#version 330 core
|
||||
|
||||
uniform sampler2D aerial_perspective_tex;
|
||||
uniform sampler2D transmittance_tex;
|
||||
|
||||
uniform vec3 fg_SunDirectionWorld;
|
||||
uniform float fg_CameraDistanceToEarthCenter;
|
||||
uniform float fg_SunZenithCosTheta;
|
||||
uniform float fg_EarthRadius;
|
||||
|
||||
const float AP_SLICE_COUNT = 32.0;
|
||||
const float AP_MAX_DEPTH = 128000.0;
|
||||
|
@ -14,12 +8,6 @@ const float AP_SLICE_WIDTH_PIXELS = 32.0;
|
|||
const float AP_SLICE_SIZE = 1.0 / AP_SLICE_COUNT;
|
||||
const float AP_TEXEL_WIDTH = 1.0 / (AP_SLICE_COUNT * AP_SLICE_WIDTH_PIXELS);
|
||||
|
||||
const float ATMOSPHERE_RADIUS = 6471e3;
|
||||
|
||||
// atmos_spectral.glsl
|
||||
vec4 get_sun_spectral_irradiance();
|
||||
vec3 linear_srgb_from_spectral_samples(vec4 L);
|
||||
|
||||
vec4 sample_aerial_perspective_slice(sampler2D lut, vec2 coord, float slice)
|
||||
{
|
||||
// Sample at the pixel center
|
||||
|
@ -62,33 +50,3 @@ vec3 add_aerial_perspective(vec3 color, vec2 coord, float depth)
|
|||
{
|
||||
return mix_aerial_perspective(color, get_aerial_perspective(coord, depth));
|
||||
}
|
||||
|
||||
/*
|
||||
* Get the Sun radiance at a point 'p' in world space.
|
||||
* We cannot use the Sun extraterrestial irradiance directly because it will be
|
||||
* attenuated by the transmittance of the atmospheric medium.
|
||||
*/
|
||||
vec3 get_sun_radiance(vec3 p)
|
||||
{
|
||||
float distance_to_earth_center = length(p);
|
||||
float normalized_altitude = (distance_to_earth_center - fg_EarthRadius)
|
||||
/ (ATMOSPHERE_RADIUS - fg_EarthRadius);
|
||||
|
||||
vec3 zenith_dir = p / distance_to_earth_center;
|
||||
float sun_cos_theta = dot(zenith_dir, fg_SunDirectionWorld);
|
||||
|
||||
float u = sun_cos_theta * 0.5 + 0.5;
|
||||
float v = clamp(normalized_altitude, 0.0, 1.0);
|
||||
vec4 transmittance = texture(transmittance_tex, vec2(u, v));
|
||||
|
||||
vec4 L = get_sun_spectral_irradiance() * transmittance;
|
||||
return linear_srgb_from_spectral_samples(L);
|
||||
}
|
||||
|
||||
vec3 get_sun_radiance_sea_level()
|
||||
{
|
||||
vec2 uv = vec2(fg_SunZenithCosTheta * 0.5 + 0.5, 0.0);
|
||||
vec4 transmittance = texture(transmittance_tex, uv);
|
||||
vec4 L = get_sun_spectral_irradiance() * transmittance;
|
||||
return linear_srgb_from_spectral_samples(L);
|
||||
}
|
||||
|
|
60
Shaders/HDR/aerial_perspective_envmap.glsl
Normal file
60
Shaders/HDR/aerial_perspective_envmap.glsl
Normal file
|
@ -0,0 +1,60 @@
|
|||
#version 330 core
|
||||
|
||||
uniform sampler2D transmittance_tex;
|
||||
|
||||
uniform vec3 fg_CameraPositionCart;
|
||||
uniform vec3 fg_SunDirectionWorld;
|
||||
|
||||
const int AERIAL_PERSPECTIVE_ENVMAP_STEPS = 4;
|
||||
|
||||
// atmos.glsl
|
||||
float get_earth_radius();
|
||||
float get_ray_end(vec3 ray_origin, vec3 ray_dir, float t_max);
|
||||
vec4 compute_inscattering(in vec3 ray_origin,
|
||||
in vec3 ray_dir,
|
||||
in float t_max,
|
||||
in vec3 sun_dir,
|
||||
in int steps,
|
||||
in sampler2D transmittance_lut,
|
||||
out vec4 transmittance);
|
||||
// atmos_spectral.glsl
|
||||
vec4 get_sun_spectral_irradiance();
|
||||
vec3 linear_srgb_from_spectral_samples(vec4 L);
|
||||
|
||||
vec4 get_aerial_perspective(vec3 pos)
|
||||
{
|
||||
vec3 ray_origin = fg_CameraPositionCart;
|
||||
vec3 ray_end = pos;
|
||||
|
||||
// Make sure both ray ends are above the ground.
|
||||
// We also apply a small bias to the ray end to prevent both points from
|
||||
// being at the exact same place due to floating point precision.
|
||||
float radius = get_earth_radius();
|
||||
ray_origin += max(0.0, radius - length(ray_origin));
|
||||
ray_end += max(0.0, radius - length(ray_end)) + 1.0;
|
||||
|
||||
vec3 ray_dir = ray_end - ray_origin;
|
||||
float t_d = length(ray_dir);
|
||||
ray_dir /= t_d;
|
||||
|
||||
float t_max = get_ray_end(ray_origin, ray_dir, t_d);
|
||||
|
||||
vec4 transmittance;
|
||||
vec4 L = compute_inscattering(ray_origin,
|
||||
ray_dir,
|
||||
t_max,
|
||||
fg_SunDirectionWorld,
|
||||
AERIAL_PERSPECTIVE_ENVMAP_STEPS,
|
||||
transmittance_tex,
|
||||
transmittance);
|
||||
|
||||
vec4 ap;
|
||||
ap.rgb = linear_srgb_from_spectral_samples(L * get_sun_spectral_irradiance());
|
||||
ap.a = dot(transmittance, vec4(0.25));
|
||||
return ap;
|
||||
}
|
||||
|
||||
vec3 mix_aerial_perspective(vec3 color, vec4 ap)
|
||||
{
|
||||
return color * ap.a + ap.rgb;
|
||||
}
|
|
@ -203,8 +203,8 @@ void get_atmosphere_collision_coefficients(in float h,
|
|||
out vec4 molecular_scattering,
|
||||
out vec4 extinction)
|
||||
{
|
||||
h = max(h, 1e-3); // In case height is negative
|
||||
h *= 1e-3; // To km
|
||||
h = max(h, 0.0); // In case height is negative
|
||||
|
||||
// Molecules
|
||||
molecular_absorption = get_molecular_absorption_coefficient(h);
|
||||
|
|
|
@ -1,74 +1,19 @@
|
|||
#version 330 core
|
||||
|
||||
layout(location = 0) in vec4 pos;
|
||||
layout(location = 2) in vec4 vertex_color;
|
||||
layout(location = 3) in vec4 multitexcoord0;
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 cloud_color;
|
||||
out vec4 ap_color;
|
||||
|
||||
uniform mat4 osg_ModelViewMatrix;
|
||||
uniform mat4 osg_ModelViewProjectionMatrix;
|
||||
uniform mat4 osg_ViewMatrixInverse;
|
||||
uniform vec3 fg_SunDirectionWorld;
|
||||
|
||||
const float shade = 0.8;
|
||||
const float cloud_height = 1000.0;
|
||||
|
||||
// cloud_static_common.vert
|
||||
void cloud_static_common_vert(out vec4 vs_pos, out vec4 ws_pos);
|
||||
// aerial_perspective.glsl
|
||||
vec4 get_aerial_perspective(vec2 coord, float depth);
|
||||
vec3 get_sun_radiance(vec3 p);
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = multitexcoord0.st;
|
||||
|
||||
// XXX: Should be sent as an uniform
|
||||
mat4 inverseModelViewMatrix = inverse(osg_ModelViewMatrix);
|
||||
|
||||
vec4 ep = inverseModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0);
|
||||
vec4 l = inverseModelViewMatrix * vec4(0.0, 0.0, 1.0, 1.0);
|
||||
vec3 u = normalize(ep.xyz - l.xyz);
|
||||
|
||||
vec4 final_pos = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
final_pos.x = pos.x;
|
||||
final_pos.y = pos.y;
|
||||
final_pos.z = pos.z;
|
||||
final_pos.xyz += vertex_color.xyz;
|
||||
|
||||
gl_Position = osg_ModelViewProjectionMatrix * final_pos;
|
||||
|
||||
// Determine a lighting normal based on the vertex position from the
|
||||
// center of the cloud, so that sprite on the opposite side of the cloud
|
||||
// to the sun are darker.
|
||||
vec3 n = normalize(vec3(osg_ViewMatrixInverse *
|
||||
osg_ModelViewMatrix * vec4(-final_pos.xyz, 0.0)));
|
||||
float NdotL = dot(-fg_SunDirectionWorld, n);
|
||||
|
||||
vec4 final_view_pos = osg_ModelViewMatrix * final_pos;
|
||||
vec4 final_world_pos = osg_ViewMatrixInverse * final_view_pos;
|
||||
|
||||
float fogCoord = abs(final_view_pos.z);
|
||||
float fract = smoothstep(0.0, cloud_height, final_pos.z + cloud_height);
|
||||
|
||||
vec3 sun_radiance = get_sun_radiance(final_world_pos.xyz);
|
||||
|
||||
// Determine the shading of the sprite based on its vertical position and
|
||||
// position relative to the sun.
|
||||
NdotL = min(smoothstep(-0.5, 0.0, NdotL), fract);
|
||||
// Determine the shading based on a mixture from the backlight to the front
|
||||
vec3 backlight = shade * sun_radiance;
|
||||
|
||||
cloud_color.rgb = mix(backlight, sun_radiance, NdotL);
|
||||
vec4 vs_pos, ws_pos;
|
||||
cloud_static_common_vert(vs_pos, ws_pos);
|
||||
|
||||
// Perspective division and scale to [0, 1] to get the screen position
|
||||
// of the vertex.
|
||||
vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
|
||||
ap_color = get_aerial_perspective(coord, length(final_view_pos));
|
||||
|
||||
// As we get within 100m of the sprite, it is faded out. Equally at large
|
||||
// distances it also fades out.
|
||||
cloud_color.a = min(smoothstep(100.0, 250.0, fogCoord),
|
||||
1.0 - smoothstep(70000.0, 75000.0, fogCoord));
|
||||
ap_color = get_aerial_perspective(coord, length(vs_pos));
|
||||
}
|
||||
|
|
67
Shaders/HDR/cloud_static_common.vert
Normal file
67
Shaders/HDR/cloud_static_common.vert
Normal file
|
@ -0,0 +1,67 @@
|
|||
#version 330 core
|
||||
|
||||
layout(location = 0) in vec4 pos;
|
||||
layout(location = 2) in vec4 vertex_color;
|
||||
layout(location = 3) in vec4 multitexcoord0;
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 cloud_color;
|
||||
|
||||
uniform mat4 osg_ModelViewMatrix;
|
||||
uniform mat4 osg_ModelViewProjectionMatrix;
|
||||
uniform mat4 osg_ViewMatrixInverse;
|
||||
uniform vec3 fg_SunDirectionWorld;
|
||||
|
||||
const float shade = 0.8;
|
||||
const float cloud_height = 1000.0;
|
||||
|
||||
// sun.glsl
|
||||
vec3 get_sun_radiance(vec3 p);
|
||||
|
||||
void cloud_static_common_vert(out vec4 vs_pos, out vec4 ws_pos)
|
||||
{
|
||||
texcoord = multitexcoord0.st;
|
||||
|
||||
// XXX: Should be sent as an uniform
|
||||
mat4 inverseModelViewMatrix = inverse(osg_ModelViewMatrix);
|
||||
|
||||
vec4 ep = inverseModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0);
|
||||
vec4 l = inverseModelViewMatrix * vec4(0.0, 0.0, 1.0, 1.0);
|
||||
vec3 u = normalize(ep.xyz - l.xyz);
|
||||
|
||||
vec4 final_pos = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
final_pos.x = pos.x;
|
||||
final_pos.y = pos.y;
|
||||
final_pos.z = pos.z;
|
||||
final_pos.xyz += vertex_color.xyz;
|
||||
|
||||
gl_Position = osg_ModelViewProjectionMatrix * final_pos;
|
||||
|
||||
// Determine a lighting normal based on the vertex position from the
|
||||
// center of the cloud, so that sprite on the opposite side of the cloud
|
||||
// to the sun are darker.
|
||||
vec3 n = normalize(vec3(osg_ViewMatrixInverse *
|
||||
osg_ModelViewMatrix * vec4(-final_pos.xyz, 0.0)));
|
||||
float NdotL = dot(-fg_SunDirectionWorld, n);
|
||||
|
||||
vs_pos = osg_ModelViewMatrix * final_pos;
|
||||
ws_pos = osg_ViewMatrixInverse * vs_pos;
|
||||
|
||||
float fogCoord = abs(vs_pos.z);
|
||||
float fract = smoothstep(0.0, cloud_height, final_pos.z + cloud_height);
|
||||
|
||||
vec3 sun_radiance = get_sun_radiance(ws_pos.xyz);
|
||||
|
||||
// Determine the shading of the sprite based on its vertical position and
|
||||
// position relative to the sun.
|
||||
NdotL = min(smoothstep(-0.5, 0.0, NdotL), fract);
|
||||
// Determine the shading based on a mixture from the backlight to the front
|
||||
vec3 backlight = shade * sun_radiance;
|
||||
|
||||
cloud_color.rgb = mix(backlight, sun_radiance, NdotL);
|
||||
|
||||
// As we get within 100m of the sprite, it is faded out. Equally at large
|
||||
// distances it also fades out.
|
||||
cloud_color.a = min(smoothstep(100.0, 250.0, fogCoord),
|
||||
1.0 - smoothstep(70000.0, 75000.0, fogCoord));
|
||||
}
|
16
Shaders/HDR/cloud_static_envmap.vert
Normal file
16
Shaders/HDR/cloud_static_envmap.vert
Normal file
|
@ -0,0 +1,16 @@
|
|||
#version 330 core
|
||||
|
||||
out vec4 ap_color;
|
||||
|
||||
// cloud_static_common.vert
|
||||
void cloud_static_common_vert(out vec4 vs_pos, out vec4 ws_pos);
|
||||
// aerial_perspective_envmap.glsl
|
||||
vec4 get_aerial_perspective(vec3 pos);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 vs_pos, ws_pos;
|
||||
cloud_static_common_vert(vs_pos, ws_pos);
|
||||
|
||||
ap_color = get_aerial_perspective(ws_pos.xyz);
|
||||
}
|
44
Shaders/HDR/sun.glsl
Normal file
44
Shaders/HDR/sun.glsl
Normal file
|
@ -0,0 +1,44 @@
|
|||
#version 330 core
|
||||
|
||||
uniform sampler2D transmittance_tex;
|
||||
|
||||
uniform float fg_EarthRadius;
|
||||
uniform vec3 fg_SunDirectionWorld;
|
||||
uniform float fg_CameraDistanceToEarthCenter;
|
||||
uniform float fg_SunZenithCosTheta;
|
||||
|
||||
const float ATMOSPHERE_RADIUS = 6471e3;
|
||||
|
||||
// atmos_spectral.glsl
|
||||
vec4 get_sun_spectral_irradiance();
|
||||
vec3 linear_srgb_from_spectral_samples(vec4 L);
|
||||
|
||||
/*
|
||||
* Get the Sun radiance at a point 'p' in world space.
|
||||
* We cannot use the Sun extraterrestial irradiance directly because it will be
|
||||
* attenuated by the transmittance of the atmospheric medium.
|
||||
*/
|
||||
vec3 get_sun_radiance(vec3 p)
|
||||
{
|
||||
float distance_to_earth_center = length(p);
|
||||
float normalized_altitude = (distance_to_earth_center - fg_EarthRadius)
|
||||
/ (ATMOSPHERE_RADIUS - fg_EarthRadius);
|
||||
|
||||
vec3 zenith_dir = p / distance_to_earth_center;
|
||||
float sun_cos_theta = dot(zenith_dir, fg_SunDirectionWorld);
|
||||
|
||||
float u = sun_cos_theta * 0.5 + 0.5;
|
||||
float v = clamp(normalized_altitude, 0.0, 1.0);
|
||||
vec4 transmittance = texture(transmittance_tex, vec2(u, v));
|
||||
|
||||
vec4 L = get_sun_spectral_irradiance() * transmittance;
|
||||
return linear_srgb_from_spectral_samples(L);
|
||||
}
|
||||
|
||||
vec3 get_sun_radiance_sea_level()
|
||||
{
|
||||
vec2 uv = vec2(fg_SunZenithCosTheta * 0.5 + 0.5, 0.0);
|
||||
vec4 transmittance = texture(transmittance_tex, uv);
|
||||
vec4 L = get_sun_spectral_irradiance() * transmittance;
|
||||
return linear_srgb_from_spectral_samples(L);
|
||||
}
|
52
Shaders/HDR/terrain_envmap.frag
Normal file
52
Shaders/HDR/terrain_envmap.frag
Normal file
|
@ -0,0 +1,52 @@
|
|||
#version 330 core
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
in VS_OUT {
|
||||
vec2 texcoord;
|
||||
vec2 orthophoto_texcoord;
|
||||
vec3 vertex_normal;
|
||||
vec3 world_vector;
|
||||
} fs_in;
|
||||
|
||||
uniform sampler2D color_tex;
|
||||
uniform sampler2D orthophoto_tex;
|
||||
|
||||
uniform bool orthophotoAvailable;
|
||||
uniform vec3 fg_SunDirectionWorld;
|
||||
uniform vec4 fg_Viewport;
|
||||
|
||||
// math.glsl
|
||||
float M_1_PI();
|
||||
// color.glsl
|
||||
vec3 eotf_inverse_sRGB(vec3 srgb);
|
||||
// sun.glsl
|
||||
vec3 get_sun_radiance_sea_level();
|
||||
// aerial_perspective_envmap.glsl
|
||||
vec4 get_aerial_perspective(vec3 pos);
|
||||
vec3 mix_aerial_perspective(vec3 color, vec4 ap);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 texel = texture(color_tex, fs_in.texcoord).rgb;
|
||||
if (orthophotoAvailable) {
|
||||
vec4 sat_texel = texture(orthophoto_tex, fs_in.orthophoto_texcoord);
|
||||
if (sat_texel.a > 0.0) {
|
||||
texel.rgb = sat_texel.rgb;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 color = eotf_inverse_sRGB(texel);
|
||||
vec3 sun_radiance = get_sun_radiance_sea_level();
|
||||
|
||||
vec3 N = normalize(fs_in.vertex_normal);
|
||||
float NdotL = max(dot(N, fg_SunDirectionWorld), 1e-4);
|
||||
|
||||
// Assume a perfectly diffuse Lambertian surface
|
||||
color = M_1_PI() * color * sun_radiance * NdotL;
|
||||
|
||||
vec4 ap = get_aerial_perspective(fs_in.world_vector);
|
||||
color = mix_aerial_perspective(color, ap);
|
||||
|
||||
fragColor = vec4(color, 1.0);
|
||||
}
|
28
Shaders/HDR/terrain_envmap.vert
Normal file
28
Shaders/HDR/terrain_envmap.vert
Normal file
|
@ -0,0 +1,28 @@
|
|||
#version 330 core
|
||||
|
||||
layout(location = 0) in vec4 pos;
|
||||
layout(location = 1) in vec3 normal;
|
||||
layout(location = 3) in vec4 multitexcoord0;
|
||||
layout(location = 5) in vec4 multitexcoord2;
|
||||
|
||||
out VS_OUT {
|
||||
vec2 texcoord;
|
||||
vec2 orthophoto_texcoord;
|
||||
vec3 vertex_normal;
|
||||
vec3 world_vector;
|
||||
} vs_out;
|
||||
|
||||
uniform mat4 osg_ModelViewMatrix;
|
||||
uniform mat4 osg_ModelViewProjectionMatrix;
|
||||
uniform mat3 osg_NormalMatrix;
|
||||
uniform mat4 osg_ViewMatrixInverse;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = osg_ModelViewProjectionMatrix * pos;
|
||||
vs_out.texcoord = multitexcoord0.st;
|
||||
vs_out.orthophoto_texcoord = multitexcoord2.st;
|
||||
vs_out.vertex_normal = (osg_ViewMatrixInverse
|
||||
* vec4(osg_NormalMatrix * normal, 0.0)).xyz;
|
||||
vs_out.world_vector = (osg_ViewMatrixInverse * osg_ModelViewMatrix * pos).xyz;
|
||||
}
|
11
defaults.xml
11
defaults.xml
|
@ -535,6 +535,17 @@ Started September 2000 by David Megginson, david@megginson.com
|
|||
<hdr>
|
||||
<antialiasing-technique type="int" userarchive="y">2</antialiasing-technique>
|
||||
<exposure-compensation type="float">0.0</exposure-compensation>
|
||||
<envmap>
|
||||
<force-update type="bool">false</force-update>
|
||||
<update-rate-s type="float">90.0</update-rate-s>
|
||||
<should-prefilter type="bool">false</should-prefilter>
|
||||
<should-render-face-0 type="bool">false</should-render-face-0>
|
||||
<should-render-face-1 type="bool">false</should-render-face-1>
|
||||
<should-render-face-2 type="bool">false</should-render-face-2>
|
||||
<should-render-face-3 type="bool">false</should-render-face-3>
|
||||
<should-render-face-4 type="bool">false</should-render-face-4>
|
||||
<should-render-face-5 type="bool">false</should-render-face-5>
|
||||
</envmap>
|
||||
<bloom>
|
||||
<strength type="float">0.01</strength>
|
||||
<filter-radius type="float">0.005</filter-radius>
|
||||
|
|
Loading…
Reference in a new issue