Shader updates
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9 changed files with 1380 additions and 369 deletions
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@ -68,6 +68,7 @@
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<snow_level><use>/environment/snow-level-m</use></snow_level>
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<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
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<lichen_cover_factor><use>/environment/surface/lichen-cover-factor</use></lichen_cover_factor>
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<wetness><use>/environment/surface/wetness</use></wetness>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<fogstructure><use>/environment/fog-structure</use></fogstructure>
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@ -261,6 +262,11 @@
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<type>float</type>
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<value><use>dust_cover_factor</use></value>
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</uniform>
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<uniform>
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<name>lichen_cover_factor</name>
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<type>float</type>
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<value> <use>lichen_cover_factor</use></value>
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</uniform>
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<uniform>
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<name>wetness</name>
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<type>float</type>
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@ -25,12 +25,13 @@
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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<overcast><use>/rendering/scene/overcast</use></overcast>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<overcast><use>/rendering/scene/overcast</use></overcast>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<snow_level><use>/environment/snow-level-m</use></snow_level>
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<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<fogstructure><use>/environment/fog-structure</use></fogstructure>
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<!-- END fog include -->
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</parameters>
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@ -121,6 +122,11 @@
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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>dust_cover_factor</name>
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<type>float</type>
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<value> <use>dust_cover_factor</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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@ -131,10 +137,11 @@
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<type>int</type>
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<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
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</uniform>
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<!--<depth>
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<function>lequal</function>
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<write-mask type="bool">false</write-mask>
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</depth>-->
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<uniform>
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<name>quality_level</name>
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<type>int</type>
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<value> <use>quality_level</use></value>
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</uniform>
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</pass>
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</technique>
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@ -227,6 +234,11 @@
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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>dust_cover_factor</name>
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<type>float</type>
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<value> <use>dust_cover_factor</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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@ -237,10 +249,11 @@
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<type>int</type>
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<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
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</uniform>
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<!--<depth>
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<function>lequal</function>
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<write-mask type="bool">false</write-mask>
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</depth>-->
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<uniform>
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<name>quality_level</name>
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<type>int</type>
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<value> <use>quality_level</use></value>
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</uniform>
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</pass>
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</technique>
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@ -146,6 +146,363 @@
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</generate>
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<technique n="2">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<less-equal>
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<value type="float">5.0</value>
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<float-property>/sim/rendering/shaders/water</float-property>
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</less-equal>
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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_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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<lighting>true</lighting>
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<material>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</bin-name>
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</render-bin>
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<!--<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>-->
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<texture-unit>
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<unit>2</unit>
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<image>
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<use>texture[2]/image</use>
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</image>
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<filter>
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<use>texture[2]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[2]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[2]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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<!--<texture-unit>
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<unit>4</unit>
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<image>
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<use>texture[4]/image</use>
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</image>
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<filter>
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<use>texture[4]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[4]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[4]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[4]/internal-format</use>
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</internal-format>
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</texture-unit>-->
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<texture-unit>
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<unit>5</unit>
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<image>
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<use>texture[5]/image</use>
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</image>
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<filter>
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<use>texture[5]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[5]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[5]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[5]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image>
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<use>texture[6]/image</use>
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</image>
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<filter>
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<use>texture[6]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[6]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[6]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[6]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/water_lightfield.vert</vertex-shader>
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<fragment-shader>Shaders/water_lightfield.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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<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>water_normalmap</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>water_dudvmap</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>sea_foam</name>
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<type>sampler-2d</type>
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<value type="int">5</value>
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</uniform>
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<uniform>
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<name>perlin_normalmap</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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<!-- normalmap is .dds-->
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<uniform>
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<name>normalmap_dds</name>
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<type>float</type>
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<value>
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<use>normalmap_dds</use>
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</value>
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</uniform>
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<uniform>
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<name>saturation</name>
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<type>float</type>
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<!--<value>0.4</value>-->
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<value>
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<use>saturation</use>
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</value>
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</uniform>
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<uniform>
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<name>WindE</name>
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<type>float</type>
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<value>
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<use>windE</use>
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</value>
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</uniform>
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<uniform>
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<name>WindN</name>
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<type>float</type>
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<value>
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<use>windN</use>
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</value>
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</uniform>
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<uniform>
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<name>WaveFreq</name>
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<type>float</type>
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<value>
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<use>WaveFreq</use>
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</value>
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</uniform>
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<uniform>
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<name>WaveAmp</name>
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<type>float</type>
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<value>
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<use>WaveAmp</use>
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</value>
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</uniform>
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<uniform>
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<name>WaveSharp</name>
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<type>float</type>
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<value>
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<use>WaveSharp</use>
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</value>
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</uniform>
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<uniform>
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<name>WaveAngle</name>
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<type>float</type>
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<value>
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<use>WaveAngle</use>
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</value>
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</uniform>
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<uniform>
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<name>WaveFactor</name>
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<type>float</type>
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<value>
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<use>WaveFactor</use>
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</value>
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</uniform>
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<uniform>
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<name>WaveDAngle</name>
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<type>float</type>
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<value>
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<use>WaveDAngle</use>
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</value>
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</uniform>
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<!-- BEGIN fog include -->
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</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>
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<use>avisibility</use>
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</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>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value>
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<use>ground_scattering</use>
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</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>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value>
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<use>terrain_alt</use>
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</value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value>
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<use>overcast</use>
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</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>
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<use>eye_alt</use>
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</value>
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</uniform>
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<!-- sea colors -->
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<uniform>
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<name>sea_r</name>
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<type>float</type>
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<value>
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<use>sea_r</use>
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</value>
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</uniform>
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<uniform>
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<name>sea_g</name>
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<type>float</type>
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<value>
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<use>sea_g</use>
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</value>
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</uniform>
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<uniform>
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<name>sea_b</name>
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<type>float</type>
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<value>
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<use>sea_b</use>
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</value>
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</uniform>
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<!-- END fog include -->
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</pass>
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</technique>
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<technique n="3">
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<predicate>
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<and>
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@ -310,7 +667,7 @@
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<program>
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<vertex-shader>Shaders/water_lightfield.vert</vertex-shader>
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<fragment-shader>Shaders/water_lightfield.frag</fragment-shader>
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<fragment-shader>Shaders/water_lightfield_lr.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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@ -30,6 +30,7 @@ uniform float overcast;
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uniform float eye_alt;
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uniform float snowlevel;
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uniform float dust_cover_factor;
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uniform float lichen_cover_factor;
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uniform float wetness;
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uniform float fogstructure;
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uniform int quality_level;
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@ -51,53 +52,53 @@ 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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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));
|
||||
float v3 = rand2D(vec2(integer_x, integer_y+1.0));
|
||||
float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
|
||||
|
||||
float i1 = simple_interpolate(v1 , v2 , fractional_x);
|
||||
float i2 = simple_interpolate(v3 , v4 , fractional_x);
|
||||
|
||||
return simple_interpolate(i1 , i2 , fractional_y);
|
||||
float integer_x = x - fract(x);
|
||||
float fractional_x = x - integer_x;
|
||||
|
||||
float integer_y = y - fract(y);
|
||||
float fractional_y = y - integer_y;
|
||||
|
||||
float v1 = rand2D(vec2(integer_x, integer_y));
|
||||
float v2 = rand2D(vec2(integer_x+1.0, integer_y));
|
||||
float v3 = rand2D(vec2(integer_x, integer_y+1.0));
|
||||
float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
|
||||
|
||||
float i1 = simple_interpolate(v1 , v2 , fractional_x);
|
||||
float i2 = simple_interpolate(v3 , v4 , fractional_x);
|
||||
|
||||
return simple_interpolate(i1 , i2 , fractional_y);
|
||||
}
|
||||
|
||||
|
||||
float Noise2D(in vec2 coord, in float wavelength)
|
||||
{
|
||||
return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
|
||||
|
||||
return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
x = x - 0.5;
|
||||
|
||||
// use the asymptotics to shorten computations
|
||||
if (x > 30.0) {return e;}
|
||||
if (x < -15.0) {return 0.0;}
|
||||
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
x = x - 0.5;
|
||||
|
||||
// use the asymptotics to shorten computations
|
||||
if (x > 30.0) {return e;}
|
||||
if (x < -15.0) {return 0.0;}
|
||||
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
}
|
||||
|
||||
// this determines how light is attenuated in the distance
|
||||
|
@ -106,32 +107,39 @@ float light_func (in float x, in float a, in float b, in float c, in float d, in
|
|||
|
||||
float fog_func (in float targ)
|
||||
{
|
||||
float fade_mix;
|
||||
|
||||
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||||
// create the illusion of improved visibility range
|
||||
|
||||
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
if (alt < 30000.0) {
|
||||
return exp(-targ - targ * targ * targ * targ);
|
||||
|
||||
|
||||
float fade_mix;
|
||||
|
||||
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||||
// create the illusion of improved visibility range
|
||||
|
||||
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
if (alt < 30000.0)
|
||||
{return exp(-targ - targ * targ * targ * targ);}
|
||||
else if (alt < 50000.0)
|
||||
{
|
||||
fade_mix = (alt - 30000.0)/20000.0;
|
||||
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
|
||||
}
|
||||
else if (alt < 50000.0) {
|
||||
fade_mix = (alt - 30000.0)/20000.0;
|
||||
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
|
||||
else
|
||||
{
|
||||
return exp(- targ * targ - pow(targ,4.0));
|
||||
}
|
||||
else {
|
||||
return exp(- targ * targ - pow(targ,4.0));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float dist = length(relPos);
|
||||
|
||||
// this is taken from default.frag
|
||||
|
||||
|
||||
|
||||
|
||||
float dist = length(relPos);
|
||||
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
vec4 color = gl_Color;
|
||||
|
@ -146,347 +154,362 @@ void main()
|
|||
vec4 specular = vec4(0.0);
|
||||
float intensity;
|
||||
|
||||
|
||||
// get noise at different wavelengths
|
||||
|
||||
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
|
||||
// 50m: detail texel
|
||||
// 250m: detail texel
|
||||
// 500m: distortion and overlay
|
||||
// 1500m: overlay, detail, dust, fog
|
||||
// 2000m: overlay, detail, snow, fog
|
||||
|
||||
float noise_10m;
|
||||
float noise_5m;
|
||||
noise_10m = Noise2D(rawPos.xy, 10.0);
|
||||
noise_5m = Noise2D(rawPos.xy ,5.0);
|
||||
|
||||
float noisegrad_10m;
|
||||
float noisegrad_5m;
|
||||
|
||||
float noise_50m;
|
||||
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);
|
||||
|
||||
//
|
||||
// get the texels
|
||||
|
||||
|
||||
// get noise at different wavelengths
|
||||
|
||||
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
|
||||
// 50m: detail texel
|
||||
// 250m: detail texel
|
||||
// 500m: distortion and overlay
|
||||
// 1500m: overlay, detail, dust, fog
|
||||
// 2000m: overlay, detail, snow, fog
|
||||
|
||||
float noise_10m;
|
||||
float noise_5m;
|
||||
noise_10m = Noise2D(rawPos.xy, 10.0);
|
||||
noise_5m = Noise2D(rawPos.xy ,5.0);
|
||||
|
||||
float noisegrad_10m;
|
||||
float noisegrad_5m;
|
||||
|
||||
float noise_50m;
|
||||
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);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
|
||||
|
||||
// get the texels
|
||||
|
||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
|
||||
|
||||
float distortion_factor = 1.0;
|
||||
vec2 stprime;
|
||||
int flag = 1;
|
||||
int mix_flag = 1;
|
||||
|
||||
|
||||
if (quality_level > 3)
|
||||
{
|
||||
snow_texel = texture2D(snow_texture, gl_TexCoord[0].st);
|
||||
snow_texel = texture2D(snow_texture, gl_TexCoord[0].st);
|
||||
//snow_texel = vec4 (0.9, 0.9, 0.95, 1.0) * (0.8 + 0.2* noise_500m + 0.1* (1.0 - noise_10m) );
|
||||
}
|
||||
|
||||
|
||||
if (tquality_level > 2)
|
||||
{
|
||||
mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3);
|
||||
if (mix_texel.a <0.1) {mix_flag = 0;}
|
||||
}
|
||||
|
||||
|
||||
if (tquality_level > 3)
|
||||
mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3);
|
||||
if (mix_texel.a <0.1) {mix_flag = 0;}
|
||||
}
|
||||
|
||||
|
||||
if (tquality_level > 3)
|
||||
{
|
||||
stprime = vec2 (0.86*gl_TexCoord[0].s + 0.5*gl_TexCoord[0].t, 0.5*gl_TexCoord[0].s - 0.86*gl_TexCoord[0].t);
|
||||
//distortion_factor = 0.9375 + (1.0 * nvL[2]);
|
||||
distortion_factor = 0.97 + 0.06 * noise_500m;
|
||||
stprime = stprime * distortion_factor * 15.0;
|
||||
if (quality_level > 4)
|
||||
stprime = vec2 (0.86*gl_TexCoord[0].s + 0.5*gl_TexCoord[0].t, 0.5*gl_TexCoord[0].s - 0.86*gl_TexCoord[0].t);
|
||||
//distortion_factor = 0.9375 + (1.0 * nvL[2]);
|
||||
distortion_factor = 0.97 + 0.06 * noise_500m;
|
||||
stprime = stprime * distortion_factor * 15.0;
|
||||
if (quality_level > 4)
|
||||
{
|
||||
stprime = stprime + normalize(relPos).xy * 0.02 * (noise_10m + 0.5 * noise_5m - 0.75);
|
||||
stprime = stprime + normalize(relPos).xy * 0.02 * (noise_10m + 0.5 * noise_5m - 0.75);
|
||||
}
|
||||
detail_texel = texture2D(detail_texture, stprime);
|
||||
if (detail_texel.a <0.1) {flag = 0;}
|
||||
detail_texel = texture2D(detail_texture, stprime);
|
||||
if (detail_texel.a <0.1) {flag = 0;}
|
||||
}
|
||||
|
||||
|
||||
// texture preparation according to detail level
|
||||
|
||||
// mix in hires texture patches
|
||||
|
||||
float dist_fact;
|
||||
float nSum;
|
||||
float mix_factor;
|
||||
|
||||
if (tquality_level > 2)
|
||||
|
||||
|
||||
// texture preparation according to detail level
|
||||
|
||||
// mix in hires texture patches
|
||||
|
||||
float dist_fact;
|
||||
float nSum;
|
||||
float mix_factor;
|
||||
|
||||
if (tquality_level > 2)
|
||||
{
|
||||
// first the second texture overlay
|
||||
|
||||
|
||||
if (mix_flag == 1)
|
||||
{
|
||||
// first the second texture overlay
|
||||
|
||||
|
||||
if (mix_flag == 1)
|
||||
{
|
||||
nSum = nSum + 0.2 * (2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
|
||||
nSum = nSum + 0.2 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
|
||||
mix_factor = smoothstep(0.5, 0.54, nSum);
|
||||
texel = mix(texel, mix_texel, mix_factor);
|
||||
}
|
||||
|
||||
// then the detail texture overlay
|
||||
nSum = 0.18 * (2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
|
||||
nSum = nSum + 0.4 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
|
||||
mix_factor = smoothstep(0.5, 0.54, nSum);
|
||||
texel = mix(texel, mix_texel, mix_factor);
|
||||
|
||||
}
|
||||
|
||||
if (tquality_level > 3)
|
||||
{
|
||||
if (dist < 40000.0)
|
||||
|
||||
// then the detail texture overlay
|
||||
}
|
||||
|
||||
if (tquality_level > 3)
|
||||
{
|
||||
if (dist < 40000.0)
|
||||
{
|
||||
if (flag == 1)
|
||||
{
|
||||
if (flag == 1)
|
||||
{
|
||||
noise_50m = Noise2D(rawPos.xy, 50.0);
|
||||
noise_250m = Noise2D(rawPos.xy, 250.0);
|
||||
dist_fact = 0.1 * smoothstep(15000.0,40000.0, dist) - 0.03 * (1.0 - smoothstep(500.0,5000.0, dist));
|
||||
nSum = ((1.0 -noise_2000m) + noise_1500m + 2.0 * noise_250m +noise_50m)/5.0;
|
||||
nSum = nSum - 0.03 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
|
||||
mix_factor = smoothstep(0.47, 0.54, nSum - dist_fact);
|
||||
if (mix_factor > 0.8) {mix_factor = 0.8;}
|
||||
texel = mix(texel, detail_texel,mix_factor);
|
||||
}
|
||||
noise_50m = Noise2D(rawPos.xy, 50.0);
|
||||
noise_250m = Noise2D(rawPos.xy, 250.0);
|
||||
dist_fact = 0.1 * smoothstep(15000.0,40000.0, dist) - 0.03 * (1.0 - smoothstep(500.0,5000.0, dist));
|
||||
nSum = ((1.0 -noise_2000m) + noise_1500m + 2.0 * noise_250m +noise_50m)/5.0;
|
||||
nSum = nSum - 0.08 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
|
||||
mix_factor = smoothstep(0.47, 0.54, nSum - dist_fact);
|
||||
if (mix_factor > 0.8) {mix_factor = 0.8;}
|
||||
texel = mix(texel, detail_texel,mix_factor);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
vec4 dust_color;
|
||||
float snow_alpha;
|
||||
|
||||
if (quality_level > 3)
|
||||
}
|
||||
|
||||
|
||||
const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
|
||||
const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);;
|
||||
float snow_alpha;
|
||||
|
||||
if (quality_level > 3)
|
||||
{
|
||||
// mix dust
|
||||
dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
|
||||
|
||||
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
|
||||
|
||||
// mix snow
|
||||
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
|
||||
texel = mix(texel, snow_texel, smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
|
||||
|
||||
// mix vegetation
|
||||
texel = mix(texel, lichen_color, 0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m)) );
|
||||
// mix dust
|
||||
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
|
||||
|
||||
// mix snow
|
||||
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
|
||||
texel = mix(texel, snow_texel, smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
|
||||
}
|
||||
|
||||
|
||||
|
||||
// get distribution of water when terrain is wet
|
||||
|
||||
float water_threshold1;
|
||||
float water_threshold2;
|
||||
float water_factor =0.0;
|
||||
|
||||
|
||||
if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
||||
{
|
||||
|
||||
|
||||
|
||||
// get distribution of water when terrain is wet
|
||||
|
||||
float water_threshold1;
|
||||
float water_threshold2;
|
||||
float water_factor =0.0;
|
||||
|
||||
|
||||
if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
||||
{
|
||||
water_threshold1 = 1.0-0.5* wetness;
|
||||
water_threshold2 = 1.0 - 0.3 * wetness;
|
||||
water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
|
||||
}
|
||||
|
||||
// darken wet terrain
|
||||
|
||||
texel.rgb = texel.rgb * (1.0 - 0.6 * wetness);
|
||||
|
||||
|
||||
// light computations
|
||||
|
||||
|
||||
vec4 light_specular = gl_LightSource[0].specular;
|
||||
|
||||
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
||||
n = (2.0 * gl_Color.a - 1.0) * normal;
|
||||
n = normalize(n);
|
||||
|
||||
NdotL = dot(n, lightDir);
|
||||
if ((tquality_level > 3) && (mix_flag ==1)&& (dist < 2000.0) && (quality_level > 4))
|
||||
|
||||
// darken wet terrain
|
||||
|
||||
texel.rgb = texel.rgb * (1.0 - 0.6 * wetness);
|
||||
|
||||
|
||||
// light computations
|
||||
|
||||
|
||||
vec4 light_specular = gl_LightSource[0].specular;
|
||||
|
||||
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
||||
n = (2.0 * gl_Color.a - 1.0) * normal;
|
||||
n = normalize(n);
|
||||
|
||||
NdotL = dot(n, lightDir);
|
||||
if ((tquality_level > 3) && (mix_flag ==1)&& (dist < 2000.0) && (quality_level > 4))
|
||||
{
|
||||
noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
|
||||
noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
|
||||
NdotL = NdotL + 1.0 * (noisegrad_10m + 0.5* noisegrad_5m) * mix_factor/0.8 * (1.0 - smoothstep(1000.0, 2000.0, dist));
|
||||
noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
|
||||
noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
|
||||
NdotL = NdotL + 1.0 * (noisegrad_10m + 0.5* noisegrad_5m) * mix_factor/0.8 * (1.0 - smoothstep(1000.0, 2000.0, dist));
|
||||
}
|
||||
if (NdotL > 0.0) {
|
||||
color += diffuse_term * NdotL;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
if (gl_FrontMaterial.shininess > 0.0) {
|
||||
specular.rgb = ((gl_FrontMaterial.specular.rgb + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
|
||||
}
|
||||
}
|
||||
color.a = diffuse_term.a;
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
// saturated. Clamping the color before modulating by the texture
|
||||
// is closer to what the OpenGL fixed function pipeline does.
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
|
||||
|
||||
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
// here comes the terrain haze model
|
||||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
|
||||
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
|
||||
//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
|
||||
//if (dist > 40.0)
|
||||
if (NdotL > 0.0) {
|
||||
color += diffuse_term * NdotL;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
if (gl_FrontMaterial.shininess > 0.0)
|
||||
specular.rgb = ((gl_FrontMaterial.specular.rgb + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
|
||||
}
|
||||
color.a = diffuse_term.a;
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
// saturated. Clamping the color before modulating by the texture
|
||||
// is closer to what the OpenGL fixed function pipeline does.
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
|
||||
|
||||
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
// here comes the terrain haze model
|
||||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
|
||||
if (dist > max(40.0, 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;
|
||||
|
||||
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
|
||||
// angle with horizon
|
||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
|
||||
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
||||
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
||||
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
|
||||
// angle with horizon
|
||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
|
||||
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
||||
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
if (ct < 0.0) // we look down
|
||||
{
|
||||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
{
|
||||
H = dist * ct;
|
||||
if (H > delta_z) {
|
||||
distance_in_layer = dist/H * delta_z;
|
||||
}
|
||||
else {
|
||||
distance_in_layer = dist;
|
||||
}
|
||||
vAltitude = min(distance_in_layer,visibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we see the layer from above, delta_z < 0.0
|
||||
{
|
||||
H = dist * -ct;
|
||||
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
||||
{
|
||||
distance_in_layer = 0.0;
|
||||
delta_zv = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vAltitude = H + delta_z;
|
||||
distance_in_layer = vAltitude/H * dist;
|
||||
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
||||
delta_zv = vAltitude;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ground haze cannot be thinner than aloft visibility in the model,
|
||||
// so we need to use aloft visibility otherwise
|
||||
|
||||
|
||||
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||||
|
||||
|
||||
float eqColorFactor;
|
||||
|
||||
|
||||
|
||||
if (visibility < avisibility)
|
||||
else // we may look through upper layer edge
|
||||
{
|
||||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
||||
}
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -scattering);
|
||||
|
||||
H = dist * ct;
|
||||
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
||||
else {distance_in_layer = dist;}
|
||||
vAltitude = min(distance_in_layer,visibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
||||
}
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -scattering);
|
||||
}
|
||||
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg);
|
||||
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
vec3 hazeColor;
|
||||
|
||||
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
||||
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
|
||||
|
||||
// now dim the light for haze
|
||||
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
// Mie-like factor
|
||||
|
||||
if (lightArg < 5.0)
|
||||
{
|
||||
intensity = length(hazeColor);
|
||||
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
||||
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
|
||||
}
|
||||
|
||||
// high altitude desaturation of the haze color
|
||||
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
||||
|
||||
// blue hue of haze
|
||||
|
||||
hazeColor.x = hazeColor.x * 0.83;
|
||||
hazeColor.y = hazeColor.y * 0.9;
|
||||
|
||||
|
||||
// additional blue in indirect light
|
||||
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
||||
|
||||
// change haze color to blue hue for strong fogging
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,eqColorFactor))));
|
||||
|
||||
|
||||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
|
||||
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
|
||||
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
else // if dist < threshold no fogging at all
|
||||
else // we see the layer from above, delta_z < 0.0
|
||||
{
|
||||
H = dist * -ct;
|
||||
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
||||
{
|
||||
distance_in_layer = 0.0;
|
||||
delta_zv = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vAltitude = H + delta_z;
|
||||
distance_in_layer = vAltitude/H * dist;
|
||||
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
||||
delta_zv = vAltitude;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ground haze cannot be thinner than aloft visibility in the model,
|
||||
// so we need to use aloft visibility otherwise
|
||||
|
||||
|
||||
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||||
|
||||
|
||||
float eqColorFactor;
|
||||
|
||||
|
||||
|
||||
if (visibility < avisibility)
|
||||
{
|
||||
gl_FragColor = fragColor;
|
||||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
||||
}
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -scattering);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
||||
}
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -scattering);
|
||||
}
|
||||
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg);
|
||||
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
vec3 hazeColor;
|
||||
|
||||
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
||||
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
|
||||
|
||||
// now dim the light for haze
|
||||
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
// Mie-like factor
|
||||
|
||||
if (lightArg < 10.0)
|
||||
{intensity = length(hazeColor);
|
||||
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
||||
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
|
||||
}
|
||||
|
||||
// high altitude desaturation of the haze color
|
||||
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
||||
|
||||
// blue hue of haze
|
||||
|
||||
hazeColor.x = hazeColor.x * 0.83;
|
||||
hazeColor.y = hazeColor.y * 0.9;
|
||||
|
||||
|
||||
// additional blue in indirect light
|
||||
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
||||
|
||||
// change haze color to blue hue for strong fogging
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,eqColorFactor))));
|
||||
|
||||
|
||||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
|
||||
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
|
||||
|
||||
|
||||
|
||||
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
|
||||
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
|
||||
}
|
||||
else // if dist < threshold no fogging at all
|
||||
{
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -160,7 +160,7 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
|||
lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
// directional scattering for low sun
|
||||
if (lightArg < 5.0)
|
||||
if (lightArg < 10.0)
|
||||
{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
|
||||
else
|
||||
{mie_angle = 1.0;}
|
||||
|
|
|
@ -22,7 +22,9 @@ uniform float terrain_alt;
|
|||
uniform float hazeLayerAltitude;
|
||||
uniform float overcast;
|
||||
uniform float eye_alt;
|
||||
uniform float dust_cover_factor;
|
||||
|
||||
uniform int quality_level;
|
||||
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
@ -88,6 +90,13 @@ void main()
|
|||
vec4 fragColor = gl_Color * texture2D(texture, gl_TexCoord[0].st);
|
||||
|
||||
|
||||
if (quality_level > 3)
|
||||
{
|
||||
// mix dust
|
||||
vec4 dust_color = vec4 (0.76, 0.71, 0.56, fragColor.a);
|
||||
|
||||
fragColor = mix(fragColor, dust_color, clamp(0.6 * dust_cover_factor ,0.0, 1.0) );
|
||||
}
|
||||
|
||||
// here comes the terrain haze model
|
||||
|
||||
|
|
|
@ -163,11 +163,11 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
|||
if (earthShade < 0.5)
|
||||
{
|
||||
intensity = length(specular_light.rgb);
|
||||
specular_light.xyz = intensity * normalize(mix(specular_light.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
|
||||
specular_light.xyz = intensity * normalize(mix(specular_light.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
|
||||
}
|
||||
|
||||
// directional scattering for low sun
|
||||
if (lightArg < 5.0)
|
||||
if (lightArg < 10.0)
|
||||
//{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
|
||||
{mie_angle = (0.5 * dot(normalize(relPos), lightdir) ) + 0.5;}
|
||||
else
|
||||
|
|
567
Shaders/water_lightfield_lr.frag
Normal file
567
Shaders/water_lightfield_lr.frag
Normal file
|
@ -0,0 +1,567 @@
|
|||
// This shader is mostly an adaptation of the shader found at
|
||||
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
|
||||
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
|
||||
// © Michael Horsch - 2005
|
||||
// Major update and revisions - 2011-10-07
|
||||
// © Emilian Huminiuc and Vivian Meazza
|
||||
// ported to lightfield shading Thorsten Renk 2012
|
||||
|
||||
#version 120
|
||||
|
||||
uniform sampler2D water_normalmap;
|
||||
uniform sampler2D water_dudvmap;
|
||||
uniform sampler2D sea_foam;
|
||||
uniform sampler2D perlin_normalmap;
|
||||
|
||||
uniform sampler3D Noise;
|
||||
|
||||
uniform float saturation, Overcast, WindE, WindN;
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
varying vec4 waterTex1; //moving texcoords
|
||||
varying vec4 waterTex2; //moving texcoords
|
||||
varying vec4 waterTex4; //viewts
|
||||
varying vec3 viewerdir;
|
||||
varying vec3 lightdir;
|
||||
varying vec3 specular_light;
|
||||
varying vec3 relPos;
|
||||
|
||||
varying float earthShade;
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
||||
uniform float WaveFreq ;
|
||||
uniform float WaveAmp ;
|
||||
uniform float WaveSharp ;
|
||||
uniform float WaveAngle ;
|
||||
uniform float WaveFactor ;
|
||||
uniform float WaveDAngle ;
|
||||
uniform float normalmap_dds;
|
||||
|
||||
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float terminator;
|
||||
uniform float terrain_alt;
|
||||
uniform float avisibility;
|
||||
uniform float visibility;
|
||||
uniform float overcast;
|
||||
uniform float scattering;
|
||||
uniform float ground_scattering;
|
||||
uniform float eye_alt;
|
||||
uniform float sea_r;
|
||||
uniform float sea_g;
|
||||
uniform float sea_b;
|
||||
uniform float ylimit;
|
||||
uniform float zlimit1;
|
||||
uniform float zlimit2;
|
||||
|
||||
//uniform int wquality_level;
|
||||
|
||||
const float terminator_width = 200000.0;
|
||||
const float EarthRadius = 5800000.0;
|
||||
////fog "include" /////
|
||||
//uniform int fogType;
|
||||
|
||||
vec3 fog_Func(vec3 color, int type);
|
||||
//////////////////////
|
||||
|
||||
/////// functions /////////
|
||||
|
||||
void rotationmatrix(in float angle, out mat4 rotmat)
|
||||
{
|
||||
rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
|
||||
sin( angle ), cos( angle ), 0.0, 0.0,
|
||||
0.0 , 0.0 , 1.0, 0.0,
|
||||
0.0 , 0.0 , 0.0, 1.0 );
|
||||
}
|
||||
|
||||
// wave functions ///////////////////////
|
||||
|
||||
struct Wave {
|
||||
float freq; // 2*PI / wavelength
|
||||
float amp; // amplitude
|
||||
float phase; // speed * 2*PI / wavelength
|
||||
vec2 dir;
|
||||
};
|
||||
|
||||
Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25));
|
||||
Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25));
|
||||
Wave wave2 = Wave(1.0, 1.0, 0.6, vec2(0.95, -0.3));
|
||||
Wave wave3 = Wave(2.0, 0.5, 1.4, vec2(0.99, 0.1));
|
||||
|
||||
|
||||
|
||||
|
||||
float evaluateWave(in Wave w, vec2 pos, float t)
|
||||
{
|
||||
return w.amp * sin( dot(w.dir, pos) * w.freq + t * w.phase);
|
||||
}
|
||||
|
||||
// derivative of wave function
|
||||
float evaluateWaveDeriv(Wave w, vec2 pos, float t)
|
||||
{
|
||||
return w.freq * w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase);
|
||||
}
|
||||
|
||||
// sharp wave functions
|
||||
float evaluateWaveSharp(Wave w, vec2 pos, float t, float k)
|
||||
{
|
||||
return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k);
|
||||
}
|
||||
|
||||
float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k)
|
||||
{
|
||||
return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase);
|
||||
}
|
||||
|
||||
void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy)
|
||||
{
|
||||
mat4 RotationMatrix;
|
||||
float deriv;
|
||||
vec4 P = waterTex1 * 1024;
|
||||
|
||||
rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
|
||||
P *= RotationMatrix;
|
||||
|
||||
P.y += evaluateWave(wave0, P.xz, osg_SimulationTime);
|
||||
deriv = evaluateWaveDeriv(wave0, P.xz, osg_SimulationTime );
|
||||
ddx = deriv * wave0.dir.x;
|
||||
ddy = deriv * wave0.dir.y;
|
||||
|
||||
P.y += evaluateWave(wave1, P.xz, osg_SimulationTime);
|
||||
deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime);
|
||||
ddx += deriv * wave1.dir.x;
|
||||
ddy += deriv * wave1.dir.y;
|
||||
|
||||
P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
|
||||
deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
|
||||
ddx += deriv * wave2.dir.x;
|
||||
ddy += deriv * wave2.dir.y;
|
||||
|
||||
//P.y += evaluateWaveSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
|
||||
//deriv = evaluateWaveDerivSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
|
||||
//ddx += deriv * wave3.dir.x;
|
||||
//ddy += deriv * wave3.dir.y;
|
||||
}
|
||||
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
x = x - 0.5;
|
||||
|
||||
// use the asymptotics to shorten computations
|
||||
if (x > 30.0) {return e;}
|
||||
if (x < -15.0) {return 0.0;}
|
||||
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
}
|
||||
|
||||
// this determines how light is attenuated in the distance
|
||||
// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
|
||||
// for distance > visibility
|
||||
|
||||
float fog_func (in float targ)
|
||||
{
|
||||
|
||||
|
||||
float fade_mix;
|
||||
|
||||
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||||
// create the illusion of improved visibility range
|
||||
|
||||
targ = 1.25 * targ; // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
if (eye_alt < 30000.0)
|
||||
{return exp(-targ - targ * targ * targ * targ);}
|
||||
else if (eye_alt < 50000.0)
|
||||
{
|
||||
fade_mix = (eye_alt - 30000.0)/20000.0;
|
||||
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
|
||||
}
|
||||
else
|
||||
{
|
||||
return exp(- targ * targ - pow(targ,4.0));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
||||
|
||||
|
||||
if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x < zlimit2))
|
||||
{discard;}
|
||||
|
||||
|
||||
float dist = length(relPos);
|
||||
const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
|
||||
const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
|
||||
const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
|
||||
|
||||
mat4 RotationMatrix;
|
||||
|
||||
// compute direction to viewer
|
||||
vec3 E = normalize(viewerdir);
|
||||
|
||||
// compute direction to light source
|
||||
vec3 L = lightdir; // normalize(lightdir);
|
||||
|
||||
// half vector
|
||||
vec3 Hv = normalize(L + E);
|
||||
|
||||
//vec3 Normal = normalize(normal);
|
||||
vec3 Normal = vec3 (0.0, 0.0, 1.0);
|
||||
|
||||
const float water_shininess = 240.0;
|
||||
|
||||
// approximate cloud cover
|
||||
//float cover = 0.0;
|
||||
//bool Status = true;
|
||||
|
||||
float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt
|
||||
float windScale = 15.0/(3.0 + windEffect); //wave scale
|
||||
float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter
|
||||
float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect); //wave roughness filter
|
||||
|
||||
float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect);
|
||||
//mixFactor = 0.2;
|
||||
mixFactor = clamp(mixFactor, 0.3, 0.8);
|
||||
|
||||
// there's no need to do wave patterns or foam for pixels which are so far away that we can't actually see them
|
||||
// we only need detail in the near zone or where the sun reflection is
|
||||
|
||||
int detail_flag;
|
||||
if ((dist > 15000.0) && (dot(normalize(vec3 (lightdir.x, lightdir.y, 0.0) ), normalize(relPos)) < 0.7 )) {detail_flag = 0;}
|
||||
else {detail_flag = 1;}
|
||||
|
||||
//detail_flag = 1;
|
||||
|
||||
// sine waves
|
||||
float ddx, ddx1, ddx2, ddx3, ddy, ddy1, ddy2, ddy3;
|
||||
float angle;
|
||||
if (detail_flag == 1)
|
||||
{
|
||||
angle = 0.0;
|
||||
|
||||
wave0.freq = WaveFreq ;
|
||||
wave0.amp = WaveAmp;
|
||||
wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle -= 45;
|
||||
wave1.freq = WaveFreq * 2.0 ;
|
||||
wave1.amp = WaveAmp * 1.25;
|
||||
wave1.dir = vec2(0.70710, -0.7071); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle += 30;
|
||||
wave2.freq = WaveFreq * 3.5;
|
||||
wave2.amp = WaveAmp * 0.75;
|
||||
wave2.dir = vec2(0.96592, -0.2588);// vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
//angle -= 50;
|
||||
//wave3.freq = WaveFreq * 3.0 ;
|
||||
//wave3.amp = WaveAmp * 0.75;
|
||||
//wave3.dir = vec2(0.42261, -0.9063); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
// sum waves
|
||||
|
||||
ddx = 0.0, ddy = 0.0;
|
||||
sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy);
|
||||
|
||||
ddx1 = 0.0, ddy1 = 0.0;
|
||||
sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
|
||||
|
||||
//reset the waves
|
||||
/*
|
||||
angle = 0.0;
|
||||
float waveamp = WaveAmp * 0.75;
|
||||
|
||||
wave0.freq = WaveFreq ;
|
||||
wave0.amp = waveamp;
|
||||
wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle -= 20;
|
||||
wave1.freq = WaveFreq * 2.0 ;
|
||||
wave1.amp = waveamp * 1.25;
|
||||
wave1.dir = vec2(0.93969, -0.34202);// vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle += 35;
|
||||
wave2.freq = WaveFreq * 3.5;
|
||||
wave2.amp = waveamp * 0.75;
|
||||
wave2.dir = vec2(0.965925, 0.25881); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
|
||||
angle -= 45;
|
||||
wave3.freq = WaveFreq * 3.0 ;
|
||||
wave3.amp = waveamp * 0.75;
|
||||
wave3.dir = vec2(0.866025, -0.5); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||
*/
|
||||
//ddx2 = 0.0, ddy2 = 0.0;
|
||||
//sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2);
|
||||
|
||||
//ddx3 = 0.0, ddy3 = 0.0;
|
||||
//sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
|
||||
|
||||
}
|
||||
// end sine stuff
|
||||
|
||||
//cover = 5.0 * smoothstep(0.6, 1.0, scattering);
|
||||
//cover = 5.0 * ground_scattering;
|
||||
|
||||
vec4 viewt = normalize(waterTex4);
|
||||
|
||||
vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
|
||||
|
||||
vec4 vNorm;
|
||||
|
||||
|
||||
//normalmaps
|
||||
vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
|
||||
vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
|
||||
|
||||
rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
|
||||
nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
|
||||
nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
|
||||
|
||||
nmap *= windEffect_low;
|
||||
nmap1 *= windEffect_low;
|
||||
|
||||
// mix water and noise, modulated by factor
|
||||
vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
|
||||
if (detail_flag == 1) {vNorm.r += ddx + ddx1;}
|
||||
|
||||
if (normalmap_dds > 0)
|
||||
{vNorm = -vNorm;} //dds fix
|
||||
|
||||
|
||||
|
||||
|
||||
//load reflection
|
||||
|
||||
vec4 refl ;
|
||||
|
||||
refl.r = sea_r;
|
||||
refl.g = sea_g;
|
||||
refl.b = sea_b;
|
||||
refl.a = 1.0;
|
||||
|
||||
|
||||
float intensity;
|
||||
// de-saturate for reduced light
|
||||
refl.rgb = mix(refl.rgb, vec3 (0.248, 0.248, 0.248), 1.0 - smoothstep(0.1, 0.8, ground_scattering));
|
||||
|
||||
// de-saturate light for overcast haze
|
||||
intensity = length(refl.rgb);
|
||||
refl.rgb = mix(refl.rgb, intensity * vec3 (1.0, 1.0, 1.0), 0.5 * smoothstep(0.1, 0.9, overcast));
|
||||
|
||||
vec3 N;
|
||||
|
||||
|
||||
rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
|
||||
vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
|
||||
vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
|
||||
|
||||
|
||||
N0 *= windEffect_low;
|
||||
N1 *= windEffect_low;
|
||||
|
||||
N0.r += (ddx + ddx1);
|
||||
N0.g += (ddy + ddy1);
|
||||
|
||||
N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
|
||||
|
||||
if (normalmap_dds > 0)
|
||||
{N = -N;} //dds fix
|
||||
|
||||
vec3 specular_color = vec3(specular_light)
|
||||
* pow(max(0.0, dot(N, Hv)), water_shininess) * 6.0;
|
||||
vec4 specular = vec4(specular_color, 0.5);
|
||||
|
||||
specular = specular * saturation * 0.3 * earthShade ;
|
||||
|
||||
//calculate fresnel
|
||||
vec4 invfres = vec4( dot(vNorm, viewt) );
|
||||
vec4 fres = vec4(1.0) + invfres;
|
||||
refl *= fres;
|
||||
|
||||
|
||||
|
||||
vec4 ambient_light;
|
||||
|
||||
ambient_light.rgb = max(specular_light.rgb, vec3(0.1, 0.1, 0.1));
|
||||
ambient_light.a = 1.0;
|
||||
|
||||
|
||||
vec4 finalColor;
|
||||
|
||||
|
||||
|
||||
finalColor = refl + specular * smoothstep(0.3, 0.6, ground_scattering);
|
||||
|
||||
//add foam
|
||||
|
||||
if (dist < 10000.0)
|
||||
{
|
||||
float foamSlope = 0.12 + 0.1 * windScale;
|
||||
|
||||
|
||||
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
|
||||
float waveSlope = N.g;
|
||||
|
||||
if (windEffect >= 8.0)
|
||||
if (waveSlope >= foamSlope){
|
||||
finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
finalColor *= ambient_light;
|
||||
|
||||
|
||||
|
||||
// here comes the terrain haze model
|
||||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
|
||||
|
||||
|
||||
if (dist > 40.0)
|
||||
{
|
||||
|
||||
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
|
||||
|
||||
// angle with horizon
|
||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
|
||||
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
||||
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
{
|
||||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
//lambda = visibility;
|
||||
vAltitude = min(distance_in_layer,min(visibility,avisibility)) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
{
|
||||
H = dist * ct;
|
||||
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
||||
else {distance_in_layer = dist;}
|
||||
//lambda = visibility;
|
||||
vAltitude = min(distance_in_layer,visibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
}
|
||||
else // we see the layer from above, delta_z < 0.0
|
||||
{
|
||||
H = dist * -ct;
|
||||
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
||||
{
|
||||
distance_in_layer = 0.0;
|
||||
delta_zv = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vAltitude = H + delta_z;
|
||||
distance_in_layer = vAltitude/H * dist;
|
||||
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
||||
delta_zv = vAltitude;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ground haze cannot be thinner than aloft visibility in the model,
|
||||
// so we need to use aloft visibility otherwise
|
||||
|
||||
|
||||
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||||
|
||||
|
||||
float eqColorFactor;
|
||||
|
||||
|
||||
if (visibility < avisibility)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -scattering);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -scattering);
|
||||
}
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg);
|
||||
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
vec3 hazeColor;
|
||||
//hazeColor.rgb = specular_light.rgb;
|
||||
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
||||
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
|
||||
// now dim the light for haze
|
||||
float eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
// Mie-like factor
|
||||
|
||||
if (lightArg < 10.0)
|
||||
{intensity = length(hazeColor);
|
||||
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
||||
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
|
||||
}
|
||||
|
||||
// high altitude desaturation of the haze color
|
||||
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, eye_alt)));
|
||||
|
||||
// blue hue of haze
|
||||
|
||||
hazeColor.x = hazeColor.x * 0.83;
|
||||
hazeColor.y = hazeColor.y * 0.9;
|
||||
|
||||
|
||||
// additional blue in indirect light
|
||||
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
||||
|
||||
// change haze color to blue hue for strong fogging
|
||||
//intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,eqColorFactor))));
|
||||
|
||||
|
||||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
|
||||
//float shadow = mix( min(1.0 + dot(normal,lightdir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
//hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
|
||||
finalColor.rgb = mix(eqColorFactor * hazeColor * eShade, finalColor.rgb,transmission);
|
||||
|
||||
|
||||
}
|
||||
gl_FragColor = finalColor;
|
||||
|
||||
}
|
|
@ -216,6 +216,42 @@
|
|||
<col>3</col>
|
||||
</text>
|
||||
|
||||
|
||||
<text>
|
||||
<label>Vegetation</label>
|
||||
<halign>left</halign>
|
||||
<row>5</row>
|
||||
<col>0</col>
|
||||
</text>
|
||||
|
||||
<text>
|
||||
<label>none</label>
|
||||
<halign>right</halign>
|
||||
<row>5</row>
|
||||
<col>1</col>
|
||||
</text>
|
||||
|
||||
<slider>
|
||||
<name>lichen-level</name>
|
||||
<row>5</row>
|
||||
<col>2</col>
|
||||
<min>0.0</min>
|
||||
<max>0.7</max>
|
||||
<live>true</live>
|
||||
<property>/environment/surface/lichen-cover-factor</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>lichen-level</object-name>
|
||||
</binding>
|
||||
</slider>
|
||||
|
||||
<text>
|
||||
<label>mossy</label>
|
||||
<halign>left</halign>
|
||||
<row>5</row>
|
||||
<col>3</col>
|
||||
</text>
|
||||
|
||||
</group>
|
||||
|
||||
<hrule/>
|
||||
|
|
Loading…
Add table
Reference in a new issue