Fixed directional lighting.
This commit is contained in:
parent
da1316a74c
commit
281469611b
3 changed files with 312 additions and 26 deletions
286
Effects/surface-lights-directional.eff
Normal file
286
Effects/surface-lights-directional.eff
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@ -0,0 +1,286 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/surface-lights-directional</name>
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<parameters>
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<!-- min-size, max-size, size, attenuation, cull-face parameters filled in by C++ code -->
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<texture n="0">
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<type>light-sprite</type>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture>
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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</parameters>
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<technique n="10">
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<!-- ALS -->
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<predicate>
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<and>
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<property>/sim/rendering/point-sprites</property>
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<property>/sim/rendering/shaders/skydome</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_point_sprite</extension-supported>
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<extension-supported>GL_ARB_point_parameters</extension-supported>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<render-bin>
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<bin-number>8</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<lighting>false</lighting>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<!--<alpha-test>
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<comparison>gequal</comparison>
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<reference type="float">0.03</reference>
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</alpha-test>-->
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<cull-face>back</cull-face>
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<polygon-mode>
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<front>point</front>
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</polygon-mode>
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<point>
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<min-size><use>min-size</use></min-size>
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<max-size><use>max-size</use></max-size>
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<size><use>size</use></size>
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<attenuation><use>attenuation</use></attenuation>
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</point>
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<texture-unit>
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<unit>0</unit>
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<point-sprite>true</point-sprite>
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<type><use>texture[0]/type</use></type>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/surface-light-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/surface-light-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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</program>
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<uniform>
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<name>size</name>
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<type>float</type>
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<value><use>size</use></value>
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</uniform>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>max_size</name>
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<type>float</type>
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<value><use>max-size</use></value>
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</uniform>
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<uniform>
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<name>is_directional</name>
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<type>bool</type>
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<value><use>light-directional</use></value>
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</uniform>
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<uniform>
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<name>texture</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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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<vertex-program-point-size>true</vertex-program-point-size>
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</pass>
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</technique>
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<technique n="17">
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<!-- Combined technique -->
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<predicate>
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<and>
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<property>/sim/rendering/point-sprites</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_point_sprite</extension-supported>
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<extension-supported>GL_ARB_point_parameters</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<render-bin>
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<bin-number>8</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<lighting>false</lighting>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<alpha-test>
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<comparison>gequal</comparison>
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<reference type="float">0.1</reference>
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</alpha-test>
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<cull-face>back</cull-face>
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<polygon-mode>
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<front>point</front>
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</polygon-mode>
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<point>
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<min-size><use>min-size</use></min-size>
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<max-size><use>max-size</use></max-size>
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<size><use>size</use></size>
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<attenuation><use>attenuation</use></attenuation>
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</point>
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<texture-unit>
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<unit>0</unit>
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<point-sprite>true</point-sprite>
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<type><use>texture[0]/type</use></type>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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</pass>
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</technique>
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<technique n="18">
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<!-- Sprite technique -->
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<predicate>
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<and>
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<property>/sim/rendering/point-sprites</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<extension-supported>GL_ARB_point_sprite</extension-supported>
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</or>
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</and>
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</predicate>
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<pass>
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<render-bin>
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<bin-number>8</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<lighting>false</lighting>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<cull-face>back</cull-face>
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<polygon-mode>
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<front>point</front>
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</polygon-mode>
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<texture-unit>
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<unit>0</unit>
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<point-sprite>true</point-sprite>
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<type><use>texture[0]/type</use></type>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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</pass>
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</technique>
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<technique n="19">
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<!-- Attenuation technique -->
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<predicate>
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<and>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<extension-supported>GL_ARB_point_parameters</extension-supported>
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</or>
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</and>
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</predicate>
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<pass>
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<point>
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<min-size><use>min-size</use></min-size>
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<max-size><use>max-size</use></max-size>
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<size><use>size</use></size>
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<attenuation><use>attenuation</use></attenuation>
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</point>
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<render-bin>
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<bin-number>8</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<lighting>false</lighting>
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<cull-face>back</cull-face>
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<polygon-mode>
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<front>point</front>
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</polygon-mode>
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</pass>
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</technique>
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<technique n="20">
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<!-- Basic technique -->
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<pass>
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<render-bin>
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<bin-number>8</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<lighting>false</lighting>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<cull-face>back</cull-face>
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<polygon-mode>
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<front>point</front>
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</polygon-mode>
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</pass>
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</technique>
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</PropertyList>
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@ -54,7 +54,7 @@
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<comparison>gequal</comparison>
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<comparison>gequal</comparison>
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<reference type="float">0.03</reference>
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<reference type="float">0.03</reference>
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</alpha-test>-->
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</alpha-test>-->
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<cull-face><use>directional</use></cull-face>
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<cull-face><use>cull-face</use></cull-face>
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<polygon-mode>
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<polygon-mode>
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<front>point</front>
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<front>point</front>
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<back>point</back>
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<back>point</back>
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@ -125,7 +125,7 @@
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<vertex-program-point-size>true</vertex-program-point-size>
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<vertex-program-point-size>true</vertex-program-point-size>
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</pass>
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</pass>
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</technique>
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</technique>
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@ -163,10 +163,9 @@
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<comparison>gequal</comparison>
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<comparison>gequal</comparison>
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<reference type="float">0.1</reference>
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<reference type="float">0.1</reference>
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</alpha-test>
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</alpha-test>
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<cull-face><use>directional</use></cull-face>
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<cull-face>back</cull-face>
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<polygon-mode>
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<polygon-mode>
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<front>point</front>
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<front>point</front>
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<back>point</back>
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</polygon-mode>
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</polygon-mode>
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<point>
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<point>
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<min-size><use>min-size</use></min-size>
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<min-size><use>min-size</use></min-size>
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@ -211,10 +210,9 @@
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<source>src-alpha</source>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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<destination>one-minus-src-alpha</destination>
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</blend>
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</blend>
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<cull-face><use>directional</use></cull-face>
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<cull-face><use>cull-face</use></cull-face>
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<polygon-mode>
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<polygon-mode>
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<front>point</front>
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<front>point</front>
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<back>point</back>
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</polygon-mode>
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</polygon-mode>
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<texture-unit>
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<texture-unit>
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<unit>0</unit>
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<unit>0</unit>
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@ -258,7 +256,7 @@
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<destination>one-minus-src-alpha</destination>
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<destination>one-minus-src-alpha</destination>
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</blend>
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</blend>
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<lighting>false</lighting>
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<lighting>false</lighting>
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<cull-face><use>directional</use></cull-face>
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<cull-face><use>cull-face</use></cull-face>
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<polygon-mode>
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<polygon-mode>
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<front>point</front>
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<front>point</front>
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<back>point</back>
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<back>point</back>
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@ -281,10 +279,9 @@
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<source>src-alpha</source>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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<destination>one-minus-src-alpha</destination>
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</blend>
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</blend>
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<cull-face><use>directional</use></cull-face>
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<cull-face><use>cull-face</use></cull-face>
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<polygon-mode>
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<polygon-mode>
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<front>point</front>
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<front>point</front>
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<back>point</back>
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</polygon-mode>
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</polygon-mode>
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</pass>
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</pass>
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</technique>
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</technique>
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@ -35,9 +35,9 @@ if (alt < 30000.0)
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else if (alt < 50000.0)
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else if (alt < 50000.0)
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{
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{
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fade_mix = (alt - 30000.0)/20000.0;
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fade_mix = (alt - 30000.0)/20000.0;
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return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
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return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
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}
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}
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else
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else
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{
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{
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return exp(- targ * targ - pow(targ,4.0));
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return exp(- targ * targ - pow(targ,4.0));
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}
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}
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@ -56,13 +56,13 @@ float r = length(coord);
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if (pixelSize<1.3) {return vec4 (1.0,1.0,1.0,1.0) * 0.08;}
|
if (pixelSize<1.3) {return vec4 (1.0,1.0,1.0,1.0) * 0.08;}
|
||||||
|
|
||||||
float angle = noise * 6.2832;
|
float angle = noise * 6.2832;
|
||||||
|
|
||||||
float sinphi = dot(vec2 (sin(angle),cos(angle)), normalize(coord));
|
float sinphi = dot(vec2 (sin(angle),cos(angle)), normalize(coord));
|
||||||
float sinterm = sin(mod((sinphi-3.0) * (sinphi-3.0),6.2832));
|
float sinterm = sin(mod((sinphi-3.0) * (sinphi-3.0),6.2832));
|
||||||
float ray = 0.0;
|
float ray = 0.0;
|
||||||
if (sinterm == 0.0)
|
if (sinterm == 0.0)
|
||||||
{ray = 0.0;}
|
{ray = 0.0;}
|
||||||
else
|
else
|
||||||
{ray = clamp(pow(sinterm,10.0),0.0,1.0);}
|
{ray = clamp(pow(sinterm,10.0),0.0,1.0);}
|
||||||
|
|
||||||
float fogEffect = (1.0-smoothstep(0.4,0.8,transmission));
|
float fogEffect = (1.0-smoothstep(0.4,0.8,transmission));
|
||||||
|
@ -76,7 +76,7 @@ return vec4 (1.0,1.0,1.0,1.0) * intensity;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
||||||
float dist = length(relPos);
|
float dist = length(relPos);
|
||||||
float delta_z = hazeLayerAltitude - eye_alt;
|
float delta_z = hazeLayerAltitude - eye_alt;
|
||||||
float transmission;
|
float transmission;
|
||||||
|
@ -86,7 +86,10 @@ void main()
|
||||||
float distance_in_layer;
|
float distance_in_layer;
|
||||||
float transmission_arg;
|
float transmission_arg;
|
||||||
|
|
||||||
float noise = Noise2D(rawPos.xy ,1.0);
|
// Discard the second and third vertex, which are used for directional lighting
|
||||||
|
if (gl_Color.a == 0.0) {discard;}
|
||||||
|
|
||||||
|
float noise = Noise2D(rawPos.xy ,1.0);
|
||||||
|
|
||||||
// angle with horizon
|
// angle with horizon
|
||||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||||
|
@ -96,7 +99,7 @@ void main()
|
||||||
|
|
||||||
if (delta_z > 0.0) // we're inside the layer
|
if (delta_z > 0.0) // we're inside the layer
|
||||||
{
|
{
|
||||||
if (ct < 0.0) // we look down
|
if (ct < 0.0) // we look down
|
||||||
{
|
{
|
||||||
distance_in_layer = dist;
|
distance_in_layer = dist;
|
||||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||||
|
@ -108,26 +111,26 @@ void main()
|
||||||
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
||||||
else {distance_in_layer = dist;}
|
else {distance_in_layer = dist;}
|
||||||
vAltitude = min(distance_in_layer,visibility) * ct;
|
vAltitude = min(distance_in_layer,visibility) * ct;
|
||||||
delta_zv = delta_z - vAltitude;
|
delta_zv = delta_z - vAltitude;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else // we see the layer from above, delta_z < 0.0
|
else // we see the layer from above, delta_z < 0.0
|
||||||
{
|
{
|
||||||
H = dist * -ct;
|
H = dist * -ct;
|
||||||
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
||||||
{
|
{
|
||||||
distance_in_layer = 0.0;
|
distance_in_layer = 0.0;
|
||||||
delta_zv = 0.0;
|
delta_zv = 0.0;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
vAltitude = H + delta_z;
|
vAltitude = H + delta_z;
|
||||||
distance_in_layer = vAltitude/H * dist;
|
distance_in_layer = vAltitude/H * dist;
|
||||||
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
||||||
delta_zv = vAltitude;
|
delta_zv = vAltitude;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// ground haze cannot be thinner than aloft visibility in the model,
|
// ground haze cannot be thinner than aloft visibility in the model,
|
||||||
// so we need to use aloft visibility otherwise
|
// so we need to use aloft visibility otherwise
|
||||||
|
@ -138,7 +141,7 @@ void main()
|
||||||
{
|
{
|
||||||
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
||||||
}
|
}
|
||||||
|
@ -153,7 +156,7 @@ void main()
|
||||||
|
|
||||||
//vec4 texel = texture2D(texture,gl_TexCoord[0].st);
|
//vec4 texel = texture2D(texture,gl_TexCoord[0].st);
|
||||||
vec4 texel = light_sprite(gl_TexCoord[0].st,transmission, noise);
|
vec4 texel = light_sprite(gl_TexCoord[0].st,transmission, noise);
|
||||||
gl_FragColor = vec4 (clamp(gl_Color.rgb,0.0,1.0), texel.a * transmission * dist_att);
|
gl_FragColor = vec4 (clamp(gl_Color.rgb,0.0,1.0), texel.a * transmission * dist_att);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue