Cleanup and Rayleigh haze for runway and airport keep effects
This commit is contained in:
parent
4ac3620f5b
commit
379d3c1437
5 changed files with 108 additions and 145 deletions
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@ -23,6 +23,7 @@
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<grit_alpha>1.0</grit_alpha>
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<overlay_bias>0.0</overlay_bias>
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<overlay_alpha>1.0</overlay_alpha>
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<use_headlight>0</use_headlight>
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</parameters>
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<technique n="2">
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@ -116,6 +117,9 @@
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<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
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<fragment-shader>Shaders/airfield.frag</fragment-shader>
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<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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@ -212,6 +216,11 @@
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -432,6 +441,11 @@
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<type>int</type>
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<value> <use>use_overlay</use></value>
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</uniform>
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<uniform>
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<name>use_headlight</name>
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<type>int</type>
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<value> <use>use_headlight</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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@ -84,6 +84,7 @@
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<moonlight><use>/environment/moonlight</use></moonlight>
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
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<use_headlight>0</use_headlight>
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<!-- END fog include -->
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</parameters>
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<generate>
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@ -162,6 +163,9 @@
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<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
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<fragment-shader>Shaders/runway-lightfield.frag</fragment-shader>
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<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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@ -253,6 +257,11 @@
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<type>float</type>
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<value><use>uvstretch</use></value>
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</uniform>
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<uniform>
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<name>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -468,6 +477,11 @@
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<type>int</type>
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<value><use>tquality_level</use></value>
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</uniform>
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<uniform>
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<name>use_headlight</name>
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<type>int</type>
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<value> <use>use_headlight</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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@ -1,4 +1,3 @@
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// -*-C++-*-
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// written by Thorsten Renk, Oct 2011, based on default.frag
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@ -34,10 +33,12 @@ uniform float grit_alpha;
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uniform float overlay_bias;
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uniform float overlay_alpha;
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uniform float wetness;
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uniform float air_pollution;
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uniform int quality_level;
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uniform int tquality_level;
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uniform int cloud_shadow_flag;
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uniform int use_overlay;
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uniform int use_headlight;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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@ -48,53 +49,12 @@ float yprime_alt;
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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 rand2D(in vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float cosine_interpolate(in float a, in float b, in float x)
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{
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float ft = x * 3.1415927;
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float f = (1.0 - cos(ft)) * .5;
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return a*(1.0-f) + b*f;
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}
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float simple_interpolate(in float a, in float b, in float x)
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{
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return a + smoothstep(0.0,1.0,x) * (b-a);
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//return mix(a,b,x);
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}
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float interpolatedNoise2D(in float x, in float y)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float v1 = rand2D(vec2(integer_x, integer_y));
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float v2 = rand2D(vec2(integer_x+1.0, integer_y));
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float v3 = rand2D(vec2(integer_x, integer_y+1.0));
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float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
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float i1 = simple_interpolate(v1 , v2 , fractional_x);
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float i2 = simple_interpolate(v3 , v4 , fractional_x);
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return simple_interpolate(i1 , i2 , fractional_y);
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}
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float Noise2D(in vec2 coord, in float wavelength)
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{
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return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
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}
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float Noise2D(in vec2 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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vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
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vec3 headlight(in float dist);
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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@ -119,31 +79,6 @@ return 1.0 - smoothstep(0.5 * fade_dist, fade_dist, dist);
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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 * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
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if (alt < 30000.0)
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{return exp(-targ - targ * targ * targ * targ);}
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else if (alt < 50000.0)
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{
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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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}
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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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void main()
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{
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@ -312,6 +247,8 @@ if (quality_level > 3)
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color += diffuse_term * NdotL;
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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@ -328,8 +265,24 @@ if (quality_level > 3)
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if (use_headlight == 1)
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{
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color.rgb += headlight(dist);
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}
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fragColor = color * texel + specular;
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// Rayleigh color shift due to out-scattering
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float rayleigh_length;
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float outscatter;
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if ((quality_level > 5) && (tquality_level > 5))
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{
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rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
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outscatter = 1.0-exp(-dist/rayleigh_length);
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fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
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}
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// here comes the terrain haze model
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@ -430,7 +383,7 @@ else
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transmission = fog_func(transmission_arg);
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transmission = fog_func(transmission_arg, 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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@ -484,7 +437,20 @@ hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 4
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hazeColor = clamp(hazeColor,0.0,1.0);
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fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
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// blue Rayleigh scattering with distance
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float rShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt-340000.0) + 0.1;
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float lightIntensity = length(diffuse_term.rgb)/1.73 * rShade;
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vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
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float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
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if ((quality_level>5) && (tquality_level>5))
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{
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fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
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}
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fragColor.rgb = mix(eqColorFactor * hazeColor * eShade, fragColor.rgb,transmission);
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gl_FragColor = fragColor;
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@ -493,6 +459,18 @@ gl_FragColor = fragColor;
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}
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else // if dist < threshold no fogging at all
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{
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// blue Rayleigh scattering with distance
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float rShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt-340000.0) + 0.1;
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float lightIntensity = length(diffuse_term.rgb)/1.73 * rShade;
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vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
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float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
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if ((quality_level>5) && (tquality_level>5))
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{
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fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
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}
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gl_FragColor = fragColor;
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}
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@ -35,6 +35,7 @@ uniform float uvstretch;
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uniform int quality_level;
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uniform int tquality_level;
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uniform int cloud_shadow_flag;
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uniform int use_headlight;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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@ -45,50 +46,10 @@ float yprime_alt;
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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 fog_func (in float targ, in float alt);
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vec3 headlight(in float dist);
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float rand2D(in vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float cosine_interpolate(in float a, in float b, in float x)
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{
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float ft = x * 3.1415927;
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float f = (1.0 - cos(ft)) * .5;
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return a*(1.0-f) + b*f;
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}
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float simple_interpolate(in float a, in float b, in float x)
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{
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return a + smoothstep(0.0,1.0,x) * (b-a);
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//return mix(a,b,x);
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}
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float interpolatedNoise2D(in float x, in float y)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float v1 = rand2D(vec2(integer_x, integer_y));
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float v2 = rand2D(vec2(integer_x+1.0, integer_y));
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float v3 = rand2D(vec2(integer_x, integer_y+1.0));
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float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
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float i1 = simple_interpolate(v1 , v2 , fractional_x);
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float i2 = simple_interpolate(v3 , v4 , fractional_x);
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return simple_interpolate(i1 , i2 , fractional_y);
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}
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float Noise2D(in vec2 coord, in float wavelength)
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{
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return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
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}
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@ -107,32 +68,8 @@ 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 * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
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if (alt < 30000.0)
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{return exp(-targ - targ * targ * targ * targ);}
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else if (alt < 50000.0)
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{
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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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}
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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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void main()
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{
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@ -308,8 +245,10 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
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// is closer to what the OpenGL fixed function pipeline does.
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color = clamp(color, 0.0, 1.0);
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if (use_headlight == 1)
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{
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color.rgb += headlight(dist);
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}
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fragColor = color * texel + specular;
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transmission = fog_func(transmission_arg);
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transmission = fog_func(transmission_arg, 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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18
Shaders/secondary_lights.frag
Normal file
18
Shaders/secondary_lights.frag
Normal file
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@ -0,0 +1,18 @@
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// -*-C++-*-
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vec3 headlight(in float dist)
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{
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vec2 center = vec2 (600.0, 400.0);
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float angularDist;
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float headlightIntensity;
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angularDist = length(gl_FragCoord.xy -center);
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if (angularDist <200.0)
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{
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headlightIntensity = pow(cos(angularDist/200.0 * 3.1415/2.0),2.0);
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headlightIntensity = headlightIntensity * min(1.0, 1000.0/(dist*dist));
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return headlightIntensity * vec3 (0.5,0.5, 0.5);
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}
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else return vec3 (0.0,0.0,0.0);
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}
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