ALS maintenance - reworked light curves, streamlining, minor bugfixes,...
This commit is contained in:
parent
576f72ba53
commit
2c0513816c
35 changed files with 185 additions and 182 deletions
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@ -382,6 +382,7 @@
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<vertex-shader>Shaders/wake-ALS.vert</vertex-shader>
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<!--<fragment-shader>Shaders/include_fog.frag</fragment-shader>-->
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<fragment-shader>Shaders/bowwave-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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</program>
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<uniform>
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<name>water_reflection</name>
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@ -284,8 +284,9 @@
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/building-haze.vert</vertex-shader>
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<vertex-shader>Shaders/building-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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@ -56,8 +56,8 @@
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-noctilucent-lightfield.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static-lightfield.frag</fragment-shader>
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<vertex-shader>Shaders/cloud-noctilucent-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static-ALS.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</name>
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@ -56,8 +56,8 @@
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-static-lightfield.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static-lightfield.frag</fragment-shader>
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<vertex-shader>Shaders/cloud-static-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static-ALS.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</name>
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@ -150,6 +150,7 @@
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<vertex-shader>Shaders/flutter-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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</program>
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<!--<uniform>
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<name>texture</name>
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@ -61,7 +61,8 @@ void main(void)
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float intensity;
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float mix_factor;
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vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);//vec3 (0.55, 0.6, 0.8);
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight * scattering;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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@ -159,6 +160,7 @@ void main(void)
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light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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light_diffuse.a = 1.0;
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//light_diffuse *= cloud_self_shading;
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intensity = (1.0 - (0.8 * (1.0 - earthShade))) * length(light_diffuse.rgb);
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, min(scattering, cloud_self_shading) ))));
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@ -121,7 +121,7 @@ float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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float msl_altitude = (relPos.z + eye_alt);
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vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// this is taken from default.frag
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vec3 n;
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float NdotL, NdotHV, fogFactor;
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@ -473,7 +473,9 @@ if ((dist < 5000.0)&& (quality_level > 3) && (combined_wetness>0.0))
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float delta_z = hazeLayerAltitude - eye_alt;
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if (dist > 0.04 * min(visibility,avisibility))
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float mvisibility = min(visibility,avisibility);
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if (dist > 0.04 * mvisibility)
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{
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alt = eye_alt;
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@ -496,7 +498,7 @@ if (delta_z > 0.0) // we're inside the layer
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if (ct < 0.0) // we look down
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{
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distance_in_layer = dist;
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vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
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vAltitude = min(distance_in_layer,mvisibility) * ct;
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delta_zv = delta_z - vAltitude;
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}
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else // we may look through upper layer edge
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@ -590,7 +592,7 @@ transmission = fog_func(transmission_arg, alt);
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if (eqColorFactor < 0.2) eqColorFactor = 0.2;
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float lightArg = (terminator-yprime_alt)/100000.0;
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//float lightArg = (terminator-yprime_alt)/100000.0;
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@ -643,7 +645,7 @@ vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
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hazeColor.rgb *= eqColorFactor * eShade;
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hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
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fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
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}
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@ -5,6 +5,7 @@
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 relPos;
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varying vec3 worldPos;
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varying vec2 rawPos;
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varying vec3 ecViewdir;
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@ -49,6 +50,7 @@ uniform int use_alt_landing_light;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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float alt;
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float eShade;
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float yprime_alt;
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@ -56,6 +58,7 @@ float mie_angle;
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float shadow_func (in float x, in float y, in float noise, in float dist);
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float Noise2D(in vec2 coord, in float wavelength);
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float Noise3D(in vec3 coord, in float wavelength);
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float fog_func (in float targ, in float alt);
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float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
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float alt_factor(in float eye_alt, in float vertex_alt);
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@ -94,7 +97,7 @@ yprime_alt = diffuse_term.a;
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//diffuse_term.a = 1.0;
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mie_angle = gl_Color.a;
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vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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float dist = length(relPos);
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float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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@ -134,10 +137,10 @@ float noise_5m = Noise2D(rawPos.xy,5.0);
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float noise_50m = Noise2D(rawPos.xy, 500.0);
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float noise_1500m = Noise2D(rawPos.xy, 1500.0);
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float noise_2000m = Noise2D(rawPos.xy, 2000.0);
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float noise_50m = Noise2D(rawPos.xy, 50.0);
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float noise_1500m = Noise3D(worldPos.xyz, 1500.0);
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float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
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@ -327,8 +330,9 @@ if (quality_level > 3)
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float delta_z = hazeLayerAltitude - eye_alt;
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float mvisibility = min(visibility,avisibility);
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if (dist > 0.04 * min(visibility,avisibility))
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if (dist > 0.04 * mvisibility)
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{
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alt = eye_alt;
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@ -351,7 +355,7 @@ if (delta_z > 0.0) // we're inside the layer
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if (ct < 0.0) // we look down
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{
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distance_in_layer = dist;
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vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
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vAltitude = min(distance_in_layer,mvisibility) * ct;
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delta_zv = delta_z - vAltitude;
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}
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else // we may look through upper layer edge
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@ -446,6 +450,10 @@ if (lightArg < 10.0)
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// high altitude desaturation of the haze color
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intensity = length(hazeColor);
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if (intensity>0.0)
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{
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hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
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// blue hue of haze
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@ -459,18 +467,18 @@ float fade_out = max(0.65 - 0.3 *overcast, 0.45);
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intensity = length(hazeColor);
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hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
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// change haze color to blue hue for strong fogging
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hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
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// reduce haze intensity when looking at shaded surfaces, only in terminator region
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float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
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hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
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}
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hazeColor = clamp(hazeColor,0.0,1.0);
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//hazeColor = clamp(hazeColor,0.0,1.0);
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// don't let the light fade out too rapidly
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lightArg = (terminator + 200000.0)/100000.0;
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@ -481,7 +489,7 @@ hazeColor.rgb *= eqColorFactor * eShade;
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hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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fragColor.rgb = mix(hazeColor+secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
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fragColor.rgb = mix(hazeColor+secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
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@ -56,14 +56,13 @@ varying float steepness;
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vec3 specular_light;
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float fog_func (in float targ, in float alt);
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vec3 get_hazeColor(in float light_arg);
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const float terminator_width = 200000.0;
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const float EarthRadius = 5800000.0;
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////fog "include" /////
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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/////// functions /////////
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@ -122,32 +121,8 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
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// for distance > visibility
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float fog_func (in float targ)
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{
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float fade_mix;
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// for large altitude > 30 km, we switch to some component of quadratic distance fading to
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// create the illusion of improved visibility range
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targ = 1.25 * targ; // need to sync with the distance to which terrain is drawn
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if (eye_alt < 30000.0)
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{return exp(-targ - targ * targ * targ * targ);}
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else if (eye_alt < 50000.0)
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{
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fade_mix = (eye_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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}
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else
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{
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return exp(- targ * targ - pow(targ,4.0));
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}
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}
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//////////////////////
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void main(void)
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float relWinddir=0;
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float dist = length(relPos);
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vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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float effective_scattering = min(scattering, cloud_self_shading);
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// compute relative wind speed and direction
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}
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transmission = fog_func(transmission_arg);
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transmission = fog_func(transmission_arg, eye_alt);
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// there's always residual intensity, we should never be driven to zero
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if (eqColorFactor < 0.2) eqColorFactor = 0.2;
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@ -406,10 +381,8 @@ if (eqColorFactor < 0.2) eqColorFactor = 0.2;
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float lightArg = (terminator-yprime_alt)/100000.0;
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vec3 hazeColor;
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hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
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hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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vec3 hazeColor = get_hazeColor(lightArg);
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// now dim the light for haze
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float eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
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finalColor.rgb = mix(eqColorFactor * hazeColor * eShade, finalColor.rgb,transmission);
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// don't let the light fade out too rapidly
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lightArg = (terminator + 200000.0)/100000.0;
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float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
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vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
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hazeColor.rgb *= eqColorFactor * eShade;
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hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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finalColor.rgb = mix(hazeColor, finalColor.rgb,transmission);
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}
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//finalColor.rgb = fog_Func(finalColor.rgb, fogType);
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gl_FragColor = vec4(finalColor.rgb, alpha0.a * 1.35);
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//gl_FragColor = finalColor;
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}
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float intensity;
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float vertex_alt;
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float scattering;
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vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// this code is copied from default.vert
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{
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//light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
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intensity = length(light_ambient.rgb);
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light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
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light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
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intensity = length(light_diffuse.rgb);
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
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}
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@ -33,7 +33,7 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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void main(void)
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{
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vec3 shadedFogColor = vec3 (0.65, 0.67, 0.78);
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vec3 shadedFogColor = vec3 (0.55, 0.67, 0.88);
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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@ -31,7 +31,7 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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void main(void)
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{
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vec3 shadedFogColor = vec3 (0.65, 0.67, 0.78);
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vec3 shadedFogColor = vec3 (0.55, 0.67, 0.88);
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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@ -31,7 +31,7 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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void main(void)
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{
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vec3 shadedFogColor = vec3 (0.65, 0.67, 0.78);
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vec3 shadedFogColor = vec3 (0.55, 0.67, 0.88);
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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@ -83,7 +83,7 @@ float dist = length(relPos);
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float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// this is taken from default.frag
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vec3 n;
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float NdotL, NdotHV, fogFactor;
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@ -296,10 +296,10 @@ vec3 hazeColor = get_hazeColor(lightArg);
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float delta_z = hazeLayerAltitude - eye_alt;
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float mvisibility = min(visibility,avisibility);
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if (dist > 0.04 * mvisibility)
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if (dist > 0.04 * min(visibility,avisibility))
|
||||
//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
|
||||
//if (dist > 40.0)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
@ -322,7 +322,7 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
|
@ -452,7 +452,7 @@ vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
|
|||
hazeColor.rgb *= eqColorFactor * eShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
fragColor.rgb = mix( hazeColor +secondary_light * fog_backscatter(avisibility) , fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix( hazeColor +secondary_light * fog_backscatter(mvisibility) , fragColor.rgb,transmission);
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -100,7 +100,7 @@ void main()
|
|||
{
|
||||
vec4 light_diffuse;
|
||||
vec4 light_ambient;
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
|
||||
|
||||
|
||||
|
|
|
@ -59,7 +59,7 @@ void main()
|
|||
|
||||
vec4 light_diffuse;
|
||||
vec4 light_ambient;
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
|
||||
|
||||
|
||||
|
@ -164,11 +164,11 @@ if (earthShade < 0.5)
|
|||
//light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
|
||||
intensity = length(light_ambient.xyz);
|
||||
|
||||
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
|
||||
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
|
||||
light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
|
||||
|
||||
intensity = length(light_diffuse.xyz);
|
||||
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
|
||||
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -81,7 +81,7 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
|||
void main()
|
||||
{
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
|
@ -152,6 +152,9 @@ vec3 hazeColor = get_hazeColor(lightArg);
|
|||
|
||||
if ((quality_level > 5) && (tquality_level > 5))
|
||||
{
|
||||
float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
|
||||
float outscatter = 1.0-exp(-dist/rayleigh_length);
|
||||
fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
|
||||
float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
|
||||
float lightIntensity = length(hazeColor * effective_scattering) * rShade;
|
||||
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
|
||||
|
@ -164,9 +167,9 @@ vec3 hazeColor = get_hazeColor(lightArg);
|
|||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float mvisibility = min(visibility, avisibility);
|
||||
|
||||
|
||||
if (dist > 0.04 * min(visibility,avisibility))
|
||||
if (dist > 0.04 * mvisibility)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
@ -190,7 +193,7 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
|
@ -303,7 +306,7 @@ hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
|||
// determine the right mix of transmission and haze
|
||||
|
||||
|
||||
fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -131,7 +131,7 @@ void main (void)
|
|||
float pf = 0.0;
|
||||
float pf1 = 0.0;
|
||||
///some generic light scattering parameters
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
|
||||
float alt = eye_alt;
|
||||
float effective_scattering = min(scattering, cloud_self_shading);
|
||||
|
@ -430,15 +430,16 @@ void main (void)
|
|||
float eqColorFactor;
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float mvisibility = min(visibility, avisibility);
|
||||
|
||||
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
|
||||
if (dist > 0.04 * mvisibility)
|
||||
{
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
{
|
||||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
|
@ -532,7 +533,7 @@ void main (void)
|
|||
|
||||
/// END fog color
|
||||
fragColor = clamp(fragColor, 0.0, 1.0);
|
||||
hazeColor = clamp(hazeColor, 0.0, 1.0);
|
||||
//hazeColor = clamp(hazeColor, 0.0, 1.0);
|
||||
|
||||
///BEGIN Rayleigh fog ///
|
||||
|
||||
|
@ -555,6 +556,6 @@ void main (void)
|
|||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
|
||||
fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
|
|
@ -121,7 +121,7 @@ float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
|||
float msl_altitude = (relPos.z + eye_alt);
|
||||
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
|
@ -501,9 +501,10 @@ vec3 hazeColor = get_hazeColor(lightArg);
|
|||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
|
||||
if (dist > 0.04 * min(visibility,avisibility))
|
||||
//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
|
||||
//if (dist > 40.0)
|
||||
float mvisibility = min(visibility,avisibility);
|
||||
|
||||
if (dist > 0.04 * mvisibility)
|
||||
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
@ -526,7 +527,7 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
|
@ -659,7 +660,7 @@ hazeColor.rgb *= eqColorFactor * eShade;
|
|||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
|
||||
fragColor.rgb = mix(hazeColor, fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@ varying vec4 diffuse_term;
|
|||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
varying vec2 rawPos;
|
||||
varying vec3 worldPos;
|
||||
varying vec3 ecViewdir;
|
||||
|
||||
|
||||
|
@ -54,6 +55,7 @@ float mie_angle;
|
|||
|
||||
float shadow_func (in float x, in float y, in float noise, in float dist);
|
||||
float Noise2D(in vec2 coord, in float wavelength);
|
||||
float Noise3D(in vec3 coord, in float wavelength);
|
||||
float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
|
||||
float fog_func (in float targ, in float alt);
|
||||
float alt_factor(in float eye_alt, in float vertex_alt);
|
||||
|
@ -81,7 +83,7 @@ void main()
|
|||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV;
|
||||
|
@ -123,13 +125,12 @@ noise_5m = Noise2D(rawPos.xy ,5.0);
|
|||
float noisegrad_10m;
|
||||
float noisegrad_5m;
|
||||
|
||||
float noise_50m = Noise2D(rawPos.xy, 50.0);;
|
||||
float noise_250m;
|
||||
float noise_500m = Noise2D(rawPos.xy, 500.0);
|
||||
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
|
||||
float noise_2000m = Noise2D(rawPos.xy, 2000.0);
|
||||
float noise_50m = Noise2D(rawPos.xy, 50.0);
|
||||
|
||||
|
||||
float noise_1500m = Noise3D(worldPos.xyz, 1500.0);
|
||||
float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -308,8 +309,9 @@ float lightArg = (terminator-yprime_alt)/100000.0;
|
|||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float mvisibility = min(visibility, avisibility);
|
||||
|
||||
if (dist > 0.04 * min(visibility,avisibility))
|
||||
if (dist > 0.04 * mvisibility)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
@ -332,7 +334,7 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
|
@ -449,7 +451,7 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
|
|||
float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
}
|
||||
hazeColor = clamp(hazeColor, 0.0, 1.0);
|
||||
//hazeColor = clamp(hazeColor, 0.0, 1.0);
|
||||
|
||||
// don't let the light fade out too rapidly
|
||||
lightArg = (terminator + 200000.0)/100000.0;
|
||||
|
@ -459,7 +461,7 @@ vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
|
|||
hazeColor.rgb *= eqColorFactor * eShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -72,7 +72,8 @@ float rayleighPhase(in float cosTheta)
|
|||
void main()
|
||||
{
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
//vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
float cosTheta = dot(normalize(eye), gl_LightSource[0].position.xyz);
|
||||
|
||||
// position of the horizon line
|
||||
|
|
|
@ -43,7 +43,7 @@ float luminance(vec3 color)
|
|||
void main()
|
||||
{
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
|
@ -90,7 +90,9 @@ void main()
|
|||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float dist = length(relPos);
|
||||
|
||||
if (dist > 0.04 * min(visibility,avisibility))
|
||||
float mvisibility = min(visibility,avisibility);
|
||||
|
||||
if (dist > 0.04 * mvisibility)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
@ -114,7 +116,7 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
|
@ -153,7 +155,7 @@ transmission_arg = (dist-distance_in_layer)/avisibility;
|
|||
|
||||
float eqColorFactor;
|
||||
|
||||
//float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, relPos.z + eye_alt);
|
||||
|
||||
|
||||
if (visibility < avisibility)
|
||||
{
|
||||
|
@ -174,7 +176,7 @@ else
|
|||
transmission = fog_func(transmission_arg, alt);
|
||||
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
if (eqColorFactor < 0.2) {eqColorFactor = 0.2;}
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
|
|
@ -73,7 +73,7 @@ float dist = length(relPos);
|
|||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
|
@ -490,19 +490,12 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
|
|||
|
||||
|
||||
|
||||
fragColor.rgb = mix(hazeColor , fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix(clamp(hazeColor,0.0,1.0) , clamp(fragColor.rgb,0.0,1.0),transmission);
|
||||
|
||||
}
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
|
||||
}
|
||||
else // if dist < threshold no fogging at all
|
||||
{
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -67,7 +67,7 @@ void main()
|
|||
|
||||
vec4 light_diffuse;
|
||||
vec4 light_ambient;
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
|
||||
|
||||
//float yprime_alt;
|
||||
|
@ -195,11 +195,11 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
|||
if (earthShade < 0.5)
|
||||
{
|
||||
intensity = length(light_ambient.rgb);
|
||||
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
|
||||
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
|
||||
light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
|
||||
|
||||
intensity = length(light_diffuse.rgb);
|
||||
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
|
||||
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -117,7 +117,8 @@ float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
|||
float msl_altitude = (relPos.z + eye_alt);
|
||||
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
// vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
|
@ -496,8 +497,10 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
|
|||
// here comes the terrain haze model
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float mvisibility = min(visibility,avisibility);
|
||||
|
||||
if (dist > 0.04 * min(visibility,avisibility))
|
||||
|
||||
if (dist > 0.04 * mvisibility)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
@ -520,7 +523,7 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
|
@ -627,6 +630,7 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
|
|||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
||||
|
||||
|
||||
// change haze color to blue hue for strong fogging
|
||||
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
|
||||
|
||||
|
@ -649,7 +653,7 @@ hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
|||
// finally, mix fog in
|
||||
|
||||
|
||||
fragColor.rgb = mix((hazeColor)+secondary_light * fog_backscatter(avisibility) , fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix(hazeColor+secondary_light * fog_backscatter(mvisibility) , fragColor.rgb,transmission);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -71,7 +71,7 @@ void main()
|
|||
|
||||
vec4 light_diffuse;
|
||||
vec4 light_ambient;
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
|
||||
|
||||
//float yprime_alt;
|
||||
|
@ -194,11 +194,11 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
|||
if (earthShade < 0.5)
|
||||
{
|
||||
intensity = length(light_ambient.rgb);
|
||||
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
|
||||
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
|
||||
light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
|
||||
|
||||
intensity = length(light_diffuse.rgb);
|
||||
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
|
||||
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -120,7 +120,7 @@ void main()
|
|||
{
|
||||
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
|
||||
|
||||
|
||||
|
@ -190,9 +190,9 @@ void main()
|
|||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float mvisibility = min(visibility,avisibility);
|
||||
|
||||
|
||||
if (dist > max(40.0, 0.07 * min(visibility,avisibility)))
|
||||
if (dist > max(40.0, 0.07 * mvisibility))
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
@ -216,7 +216,7 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
|
@ -342,7 +342,7 @@ hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
|||
// determine the right mix of transmission and haze
|
||||
|
||||
hazeColor = clamp(hazeColor,0.0,1.0);
|
||||
fragColor.rgb = mix( hazeColor + secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix( hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -69,7 +69,7 @@ void main()
|
|||
//vec4 light_diffuse;
|
||||
vec4 light_ambient;
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
|
||||
float yprime;
|
||||
float lightArg;
|
||||
|
|
|
@ -218,7 +218,7 @@ void main (void)
|
|||
if ( random_buildings )
|
||||
depthfactor = 0.0;
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
float effective_scattering = min(scattering, cloud_self_shading);
|
||||
vec3 normal = normalize(VNormal);
|
||||
vec3 tangent = normalize(VTangent);
|
||||
|
@ -353,8 +353,9 @@ vec3 hazeColor = get_hazeColor(lightArg);
|
|||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
|
||||
float mvisibility = min(visibility,avisibility);
|
||||
|
||||
if (dist > 0.04 * min(visibility,avisibility))
|
||||
if (dist > 0.04 * mvisibility)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
@ -380,7 +381,7 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
|
@ -519,7 +520,7 @@ hazeColor *= eqColorFactor * eShade;
|
|||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
|
||||
finalColor.rgb = mix( hazeColor +secondary_light * fog_backscatter(avisibility), finalColor.rgb,transmission);
|
||||
finalColor.rgb = mix( hazeColor +secondary_light * fog_backscatter(mvisibility), finalColor.rgb,transmission);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -71,7 +71,7 @@ void main()
|
|||
|
||||
|
||||
vec4 light_ambient;
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
|
||||
|
||||
//float yprime_alt;
|
||||
|
@ -199,11 +199,11 @@ if (earthShade < 0.5)
|
|||
//light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
|
||||
intensity = length(light_ambient.rgb);
|
||||
|
||||
light_ambient.rgb = intensity * normalize(mix(light_ambient.xyz, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
|
||||
light_ambient.rgb = intensity * normalize(mix(light_ambient.xyz, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
|
||||
light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
|
||||
|
||||
intensity = length(light_diffuse.xyz);
|
||||
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
|
||||
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -91,7 +91,7 @@ void main(void)
|
|||
viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
|
||||
lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
rawPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
|
||||
vec4 t1 = vec4(osg_SimulationTime*0.005217, 0.0, 0.0, 0.0);
|
||||
|
@ -164,11 +164,8 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
|||
intensity = length(specular_light.rgb);
|
||||
specular_light.rgb = intensity * normalize(mix(specular_light.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.6,ground_scattering) ));
|
||||
|
||||
// correct ambient light intensity and hue before sunrise - seems unnecessary and create artefacts though...
|
||||
//if (earthShade < 0.5)
|
||||
//{
|
||||
//specular_light.rgb = intensity * normalize(mix(specular_light.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
|
||||
//}
|
||||
specular_light.rgb = intensity * normalize(mix(specular_light.rgb, shadedFogColor, 1.0 -smoothstep(0.5, 0.7,earthShade)));
|
||||
|
||||
|
||||
// directional scattering for low sun
|
||||
if (lightArg < 10.0)
|
||||
|
|
|
@ -148,7 +148,7 @@ void main(void)
|
|||
{
|
||||
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
float effective_scattering = min(scattering, cloud_self_shading);
|
||||
|
||||
float dist = length(relPos);
|
||||
|
@ -346,7 +346,7 @@ void main(void)
|
|||
|
||||
|
||||
|
||||
specular_light = gl_Color.rgb;
|
||||
specular_light = gl_Color.rgb * earthShade;
|
||||
|
||||
|
||||
vec3 specular_color = vec3(specular_light)
|
||||
|
@ -412,10 +412,10 @@ void main(void)
|
|||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float mvisibility = min(visibility,avisibility);
|
||||
|
||||
|
||||
|
||||
if (dist > 40.0)
|
||||
if (dist > 0.04 * mvisibility)
|
||||
{
|
||||
|
||||
|
||||
|
@ -438,7 +438,7 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility,avisibility)) * ct;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
|
@ -496,7 +496,7 @@ else
|
|||
transmission = fog_func(transmission_arg, eye_alt);
|
||||
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
if (eqColorFactor < 0.2) {eqColorFactor = 0.2;}
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
|
|
@ -196,7 +196,7 @@ void main(void)
|
|||
{
|
||||
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
float effective_scattering = min(scattering, cloud_self_shading);
|
||||
|
||||
float dist = length(relPos);
|
||||
|
@ -555,9 +555,9 @@ void main(void)
|
|||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float mvisibility = min(visibility,avisibility);
|
||||
|
||||
|
||||
if (dist > 0.04 * min(visibility,avisibility))
|
||||
if (dist > 0.04 * mvisibility)
|
||||
{
|
||||
|
||||
|
||||
|
@ -580,7 +580,7 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility,avisibility)) * ct;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
|
@ -699,7 +699,7 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
|
|||
hazeColor *= eqColorFactor * eShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
finalColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(avisibility), finalColor.rgb,transmission);
|
||||
finalColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), finalColor.rgb,transmission);
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -84,7 +84,7 @@ void main(void)
|
|||
mat4 RotationMatrix;
|
||||
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
rawPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
|
||||
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
@ -183,6 +183,8 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
|||
intensity = length(specular_light.rgb);
|
||||
specular_light.rgb = intensity * normalize(mix(specular_light.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.6,ground_scattering) ));
|
||||
|
||||
specular_light.rgb = intensity * normalize(mix(specular_light.rgb, shadedFogColor, 1.0 -smoothstep(0.5, 0.7,earthShade)));
|
||||
|
||||
// correct ambient light intensity and hue before sunrise - seems unnecessary and create artefacts though...
|
||||
//if (earthShade < 0.5)
|
||||
//{
|
||||
|
|
Loading…
Reference in a new issue