1
0
Fork 0

Merge branch 'master' of gitorious.org:fg/fgdata

This commit is contained in:
BARANGER Emmanuel 2012-12-06 11:14:18 +01:00
commit 3cbf16cb21
42 changed files with 2893 additions and 607 deletions

244
Effects/airfield.eff Normal file
View file

@ -0,0 +1,244 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/airfield</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="13">
<image>Textures.high/Terrain/airport_grass2.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
</parameters>
<technique n="3">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<or>
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
</or>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>-1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<program>
<vertex-shader>Shaders/trivial.vert</vertex-shader>
<fragment-shader>Shaders/trivial.frag</fragment-shader>
</program>
<uniform>
<name>ylimit</name>
<type>float</type>
<value> <use>ylimit</use></value>
</uniform>
<uniform>
<name>zlimit1</name>
<type>float</type>
<value> <use>zlimit1</use></value>
</uniform>
<uniform>
<name>zlimit2</name>
<type>float</type>
<value> <use>zlimit2</use></value>
</uniform>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image><use>texture[13]/image</use></image>
<filter><use>texture[13]/filter</use></filter>
<wrap-s><use>texture[13]/wrap-s</use></wrap-s>
<wrap-t><use>texture[13]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[13]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>6</unit>
<image><use>texture[10]/image</use></image>
<filter><use>texture[10]/filter</use></filter>
<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[10]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-detailed.vert</vertex-shader>
<fragment-shader>Shaders/airfield.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
<type>float</type>
<value><use>visibility</use></value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value><use>avisibility</use></value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value><use>lthickness</use></value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value> <use>snow_level</use></value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value> <use>dust_cover_factor</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value> <use>wetness</use></value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value> <use>fogstructure</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>ylimit</name>
<type>float</type>
<value> <use>ylimit</use></value>
</uniform>
<uniform>
<name>zlimit1</name>
<type>float</type>
<value> <use>zlimit1</use></value>
</uniform>
<uniform>
<name>zlimit2</name>
<type>float</type>
<value> <use>zlimit2</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value> <use>quality_level</use></value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value> <use>tquality_level</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>snow_texture</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<depth>
<function>lequal</function>
<write-mask type="bool">false</write-mask>
</depth>
</pass>
</technique>
</PropertyList>

View file

@ -147,10 +147,10 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
@ -236,6 +236,16 @@
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>

View file

@ -4,12 +4,10 @@
<parameters>
<texture n ="0">
</texture>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<altitude>
<use>/sim/rendering/eye-altitude-m</use>
</altitude>
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
<altitude><use>/sim/rendering/eye-altitude-m</use></altitude>
<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
<moonlight><use>/environment/moonlight</use></moonlight>
</parameters>
<technique n="9">
@ -76,6 +74,16 @@
<type>float</type>
<value><use>altitude</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>

View file

@ -4,19 +4,12 @@
<parameters>
<texture n ="0">
</texture>
<range>
<use>/sim/rendering/clouds3d-vis-range</use>
</range>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<!--<altitude>
<use>/position/altitude-ft</use>
</altitude>-->
<altitude><use>/sim/rendering/eye-altitude-m</use></altitude>
<range><use>/sim/rendering/clouds3d-vis-range</use></range>
<scattering><use>/rendering/scene/scattering</use></scattering>
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
<altitude><use>/sim/rendering/eye-altitude-m</use></altitude>
<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
<moonlight><use>/environment/moonlight</use></moonlight>
</parameters>
<technique n="9">
<predicate>
@ -96,7 +89,17 @@
<type>float</type>
<value><use>altitude</use></value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<!--<vertex-program-two-side>true</vertex-program-two-side>-->
</pass>
</technique>
<technique n="10">

View file

@ -22,9 +22,9 @@
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
<overcast><use>/rendering/scene/overcast</use></overcast>
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
<moonlight><use>/environment/moonlight</use></moonlight>
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
<!-- END fog include -->
</parameters>
@ -64,6 +64,10 @@
</blend>
<shade-model><use>shade-model</use></shade-model>
<cull-face><use>cull-face</use></cull-face>
<!--<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>-->
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
@ -85,10 +89,6 @@
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<!--<program>
<vertex-shader>Shaders/default.vert</vertex-shader>
<fragment-shader>Shaders/default.frag</fragment-shader>
</program>-->
<program>
<vertex-shader>Shaders/terrain-haze.vert</vertex-shader>
<fragment-shader>Shaders/terrain-haze.frag</fragment-shader>
@ -113,13 +113,46 @@
<type>float</type>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>

View file

@ -61,30 +61,277 @@
</wetness>
<!-- BEGIN fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<visibility><use>/environment/ground-visibility-m</use></visibility>
<avisibility><use>/environment/visibility-m</use></avisibility>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<scattering><use>/rendering/scene/scattering</use></scattering>
<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
<overcast><use>/rendering/scene/overcast</use></overcast>
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
<snow_level><use>/environment/snow-level-m</use></snow_level>
<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
<lichen_cover_factor><use>/environment/surface/lichen-cover-factor</use></lichen_cover_factor>
<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
<wetness><use>/environment/surface/wetness</use></wetness>
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
<fogstructure><use>/environment/fog-structure</use></fogstructure>
<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
<moonlight><use>/environment/moonlight</use></moonlight>
<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
<!-- END fog include -->
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="3">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<or>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/landmass</float-property>
</less-equal>
<less-equal>
<value type="float">3.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
</or>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>-1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<program>
<vertex-shader>Shaders/trivial.vert</vertex-shader>
<fragment-shader>Shaders/trivial.frag</fragment-shader>
</program>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>5</unit>
<image><use>texture[12]/image</use></image>
<filter><use>texture[12]/filter</use></filter>
<wrap-s><use>texture[12]/wrap-s</use></wrap-s>
<wrap-t><use>texture[12]/wrap-t</use></wrap-t>
<internal-format><use>texture[12]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
<image><use>texture[10]/image</use></image>
<filter><use>texture[10]/filter</use></filter>
<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
<internal-format><use>texture[10]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>7</unit>
<image><use>texture[11]/image</use></image>
<filter><use>texture[11]/filter</use></filter>
<wrap-s><use>texture[11]/wrap-s</use></wrap-s>
<wrap-t><use>texture[11]/wrap-t</use></wrap-t>
<internal-format><use>texture[11]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-detailed.vert</vertex-shader>
<fragment-shader>Shaders/runway-lightfield.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
<type>float</type>
<value><use>visibility</use></value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value><use>avisibility</use></value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value><use>lthickness</use></value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value><use>snow_level</use></value>
</uniform>
<uniform>
<name>snow_thickness_factor</name>
<type>float</type>
<value> <use>snow_thickness_factor</use></value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value><use>dust_cover_factor</use></value>
</uniform>
<uniform>
<name>lichen_cover_factor</name>
<type>float</type>
<value> <use>lichen_cover_factor</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value><use>wetness</use></value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value><use>fogstructure</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value><use>quality_level</use></value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value><use>tquality_level</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>mix_texture</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>snow_texture</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>detail_texture</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<depth>
<function>lequal</function>
<write-mask type="bool">false</write-mask>
</depth>
</pass>
</technique>
<technique n="8">
<predicate>
<and>

View file

@ -12,7 +12,8 @@
<avisibility><use>/environment/visibility-m</use></avisibility>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
</parameters>
<technique n="8">
<predicate>
@ -95,6 +96,11 @@
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
</pass>
</technique>

View file

@ -67,11 +67,14 @@
<overcast><use>/rendering/scene/overcast</use></overcast>
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
<snow_level><use>/environment/snow-level-m</use></snow_level>
<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
<lichen_cover_factor><use>/environment/surface/lichen-cover-factor</use></lichen_cover_factor>
<wetness><use>/environment/surface/wetness</use></wetness>
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
<fogstructure><use>/environment/fog-structure</use></fogstructure>
<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
<moonlight><use>/environment/moonlight</use></moonlight>
<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
</parameters>
@ -122,27 +125,10 @@
<bin-number>-1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<!--<texture-unit>
<unit>0</unit>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>-->
<program>
<!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>-->
<vertex-shader>Shaders/trivial.vert</vertex-shader>
<fragment-shader>Shaders/trivial.frag</fragment-shader>
</program>
<!--<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>-->
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
<pass>
@ -163,10 +149,6 @@
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<!--<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>-->
<texture-unit>
<unit>0</unit>
<image><use>texture[0]/image</use></image>
@ -257,6 +239,11 @@
<type>float</type>
<value><use>snow_level</use></value>
</uniform>
<uniform>
<name>snow_thickness_factor</name>
<type>float</type>
<value> <use>snow_thickness_factor</use></value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
@ -277,6 +264,16 @@
<type>float</type>
<value><use>fogstructure</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
@ -455,6 +452,16 @@
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>

View file

@ -322,6 +322,16 @@
<type>float</type>
<value><use>fogstructure</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<!-- END fog include -->
</pass>
@ -573,6 +583,16 @@
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
</pass>

View file

@ -123,6 +123,12 @@
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
@ -145,13 +151,12 @@
<binormal type="int">7</binormal>
</generate>
<technique n="3">
<technique n="2">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<less-equal>
<value type="float">2.0</value>
<value type="float">5.0</value>
<float-property>/sim/rendering/shaders/water</float-property>
</less-equal>
<or>
@ -476,6 +481,11 @@
<use>eye_alt</use>
</value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<!-- sea colors -->
<uniform>
<name>sea_r</name>
@ -502,6 +512,370 @@
</pass>
</technique>
<technique n="3">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/water</float-property>
</less-equal>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
</render-bin>
<!--<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>-->
<texture-unit>
<unit>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<image>
<use>texture[3]/image</use>
</image>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<!--<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>-->
<texture-unit>
<unit>5</unit>
<image>
<use>texture[5]/image</use>
</image>
<filter>
<use>texture[5]/filter</use>
</filter>
<wrap-s>
<use>texture[5]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[5]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
<image>
<use>texture[6]/image</use>
</image>
<filter>
<use>texture[6]/filter</use>
</filter>
<wrap-s>
<use>texture[6]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[6]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/water_lightfield.vert</vertex-shader>
<fragment-shader>Shaders/water_lightfield_lr.frag</fragment-shader>
</program>
<!--<uniform>
<name>water_reflection</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>-->
<uniform>
<name>water_normalmap</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>water_dudvmap</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>sea_foam</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>perlin_normalmap</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>normalmap_dds</name>
<type>float</type>
<value>
<use>normalmap_dds</use>
</value>
</uniform>
<uniform>
<name>saturation</name>
<type>float</type>
<!--<value>0.4</value>-->
<value>
<use>saturation</use>
</value>
</uniform>
<uniform>
<name>WindE</name>
<type>float</type>
<value>
<use>windE</use>
</value>
</uniform>
<uniform>
<name>WindN</name>
<type>float</type>
<value>
<use>windN</use>
</value>
</uniform>
<uniform>
<name>WaveFreq</name>
<type>float</type>
<value>
<use>WaveFreq</use>
</value>
</uniform>
<uniform>
<name>WaveAmp</name>
<type>float</type>
<value>
<use>WaveAmp</use>
</value>
</uniform>
<uniform>
<name>WaveSharp</name>
<type>float</type>
<value>
<use>WaveSharp</use>
</value>
</uniform>
<uniform>
<name>WaveAngle</name>
<type>float</type>
<value>
<use>WaveAngle</use>
</value>
</uniform>
<uniform>
<name>WaveFactor</name>
<type>float</type>
<value>
<use>WaveFactor</use>
</value>
</uniform>
<uniform>
<name>WaveDAngle</name>
<type>float</type>
<value>
<use>WaveDAngle</use>
</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value>
<use>ground_scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value>
<use>terrain_alt</use>
</value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value>
<use>overcast</use>
</value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value>
<use>eye_alt</use>
</value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<!-- sea colors -->
<uniform>
<name>sea_r</name>
<type>float</type>
<value>
<use>sea_r</use>
</value>
</uniform>
<uniform>
<name>sea_g</name>
<type>float</type>
<value>
<use>sea_g</use>
</value>
</uniform>
<uniform>
<name>sea_b</name>
<type>float</type>
<value>
<use>sea_b</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
<technique n="8">
<predicate>
<and>

View file

@ -123,6 +123,12 @@
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
@ -136,7 +142,6 @@
<sea_b>
<use>/environment/sea/color_b</use>
</sea_b>
<!-- END fog include -->
</parameters>
@ -476,6 +481,11 @@
<use>eye_alt</use>
</value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<!-- sea colors -->
<uniform>
<name>sea_r</name>
@ -833,6 +843,11 @@
<use>eye_alt</use>
</value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<!-- sea colors -->
<uniform>
<name>sea_r</name>

View file

@ -413,11 +413,14 @@
<terminator-relative-position-m type="double" userarchive="n">1000000.0</terminator-relative-position-m>
<mean-terrain-elevation-m type="double" userarchive="n">0.0</mean-terrain-elevation-m>
<fog-structure type="double" userarchive="y">0.0</fog-structure>
<cloud-self-shading type="double" userarchive="n">1.0</cloud-self-shading>
<moonlight type="double" userarchive="n">0.0</moonlight>
<!-- definitions for the environment at surface interface -->
<surface>
<scattering type="double" userarchive="n">0.7</scattering>
<dust-cover-factor type="double" userarchive="y">0.0</dust-cover-factor>
<lichen-cover-factor type="double" userarchive="y">0.0</lichen-cover-factor>
<wetness type="double" userarchive="y">0.0</wetness>
<snow-thickness-factor type="double" userarchive="y">1.0</snow-thickness-factor>
</surface>
</PropertyList>

View file

@ -2040,6 +2040,7 @@
<value>summer</value>
</equals>
</condition>
<effect>Effects/airfield</effect>
<name>Grass</name>
<name>Airport</name>
<name>AirportKeep</name>

View file

@ -33,7 +33,7 @@ if (type == "Cumulus (cloudlet)"){
cloudAssembly.max_height = 700.0;
cloudAssembly.min_cloud_width = 1300;
cloudAssembly.min_cloud_height = 750;
cloudAssembly.bottom_shade = 0.7;
cloudAssembly.bottom_shade = 0.4;
}
else
{
@ -76,7 +76,7 @@ else if (type == "Cu (volume)"){
cloudAssembly.max_height = 700.0;
cloudAssembly.min_cloud_width = 1000;
cloudAssembly.min_cloud_height = 1000;
cloudAssembly.bottom_shade = 0.7;
cloudAssembly.bottom_shade = 0.4;
}
else
{
@ -175,7 +175,7 @@ else if (type == "Stratocumulus"){
cloudAssembly.max_height = 900.0;
cloudAssembly.min_cloud_width = 1300;
cloudAssembly.min_cloud_height = 1300;
cloudAssembly.bottom_shade = 0.6;
cloudAssembly.bottom_shade = 0.4;
}
else
{
@ -203,7 +203,7 @@ else if (type == "Stratocumulus"){
cloudAssembly.min_height = 1000.0;
cloudAssembly.max_height = 1100.0;
cloudAssembly.n_sprites = 3;
cloudAssembly.bottom_shade = 0.5;
cloudAssembly.bottom_shade = 0.4;
cloudAssembly.min_cloud_width = 3500.0;
cloudAssembly.min_cloud_height = 1600.0;
}
@ -217,7 +217,7 @@ else if (type == "Stratocumulus"){
cloudAssembly.min_height = 800.0;
cloudAssembly.max_height = 1000.0;
cloudAssembly.n_sprites = 5;
cloudAssembly.bottom_shade = 0.6;
cloudAssembly.bottom_shade = 0.4;
cloudAssembly.min_cloud_width = 3000.0;
cloudAssembly.min_cloud_height = 1100.0;
}
@ -237,7 +237,7 @@ else if (type == "Cumulus (whisp)"){
cloudAssembly = local_weather.cloud.new(type, subtype);
mult = 1.0;
var mult = 1.0;
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/altocumulus_sheet1.rgb";
@ -264,7 +264,7 @@ else if (type == "Cumulus bottom"){
cloudAssembly = local_weather.cloud.new(type, subtype);
mult = 1.0;
var mult = 1.0;
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/cumulus_bottom_sheet1.rgb";
@ -272,7 +272,7 @@ else if (type == "Cumulus bottom"){
cloudAssembly.num_tex_y = 1;
#characterize the cloud
cloudAssembly.bottom_shade = 0.5;
cloudAssembly.bottom_shade = 0.4;
cloudAssembly.n_sprites = 4;
cloudAssembly.min_width = 600.0 * mult;
cloudAssembly.max_width = 800.0 * mult;
@ -290,7 +290,7 @@ else if (type == "Congestus bottom"){
cloudAssembly = local_weather.cloud.new(type, subtype);
mult = 1.0;
var mult = 1.0;
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/cumulus_bottom_sheet1.rgb";
@ -298,7 +298,7 @@ else if (type == "Congestus bottom"){
cloudAssembly.num_tex_y = 1;
#characterize the cloud
cloudAssembly.bottom_shade = 0.5;
cloudAssembly.bottom_shade = 0.4;
cloudAssembly.n_sprites = 4;
cloudAssembly.min_width = 1100.0 * mult;
cloudAssembly.max_width = 1400.0 * mult;
@ -373,8 +373,9 @@ else if (type == "Altocumulus"){
cloudAssembly = local_weather.cloud.new(type, subtype);
if (subtype == "small") {var mult = 0.7;}
else {var mult = 1.0;}
var mult = 1.0;
if (subtype == "small") {mult = 0.7;}
else {mult = 1.0;}
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/altocumulus_sheet1.rgb";
@ -400,8 +401,9 @@ else if (type == "Stratus (structured)"){
cloudAssembly = local_weather.cloud.new(type, subtype);
if (subtype == "small") {var mult = 0.7;}
else {var mult = 1.0;}
var mult = 1.0;
if (subtype == "small") {mult = 0.7;}
else {mult = 1.0;}
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/altocumulus_sheet1.rgb";
@ -410,7 +412,8 @@ else if (type == "Stratus (structured)"){
#characterize the cloud
cloudAssembly.bottom_shade = 0.4;
cloudAssembly.n_sprites = 25;
# cloudAssembly.n_sprites = 25;
cloudAssembly.n_sprites = 12;
cloudAssembly.min_width = 1700.0 * mult;
cloudAssembly.max_width = 2500.0 * mult;
cloudAssembly.min_height = 1700.0 * mult;
@ -428,8 +431,9 @@ else if (type == "Altocumulus perlucidus"){
# new code
cloudAssembly = local_weather.cloud.new(type, subtype);
if (subtype == "small") {var mult = 0.7;}
else {var mult = 1.0;}
var mult = 1.0;
if (subtype == "small") {mult = 0.7;}
else {mult = 1.0;}
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/altocumulus_sheet1.rgb";
@ -502,8 +506,9 @@ else if (type == "Cirrocumulus (cloudlet)") {
cloudAssembly = local_weather.cloud.new(type, subtype);
if (subtype == "small") {var mult = 0.6;}
else {var mult = 1.0;}
var mult = 1.0;
if (subtype == "small") {mult = 0.6;}
else {mult = 1.0;}
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/cirrocumulus_sheet1.rgb";
@ -530,8 +535,9 @@ else if (type == "Cirrocumulus (new)") {
cloudAssembly = local_weather.cloud.new(type, subtype);
if (subtype == "small") {var mult = 0.7;}
else {var mult = 1.0;}
var mult = 1.0;
if (subtype == "small") {mult = 0.7;}
else {mult = 1.0;}
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/cirrocumulus_sheet1.rgb";
@ -557,8 +563,9 @@ else if (type == "Nimbus") {
cloudAssembly = local_weather.cloud.new(type, subtype);
if (subtype == "small") {var mult = 0.7;}
else {var mult = 1.0;}
var mult = 1.0;
if (subtype == "small") {mult = 0.7;}
else {mult = 1.0;}
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/nimbus_sheet1.rgb";
@ -567,14 +574,16 @@ else if (type == "Nimbus") {
#characterize the cloud
cloudAssembly.bottom_shade = 0.6;
cloudAssembly.n_sprites = 10;
#cloudAssembly.n_sprites = 10;
cloudAssembly.n_sprites = 5;
cloudAssembly.min_width = 2700.0 * mult;
cloudAssembly.max_width = 3000.0 * mult;
cloudAssembly.min_height = 2700.0 * mult;
cloudAssembly.max_height = 3000.0 * mult;
cloudAssembly.min_cloud_width = 3500.0 * mult * mult * mult;
cloudAssembly.min_cloud_height = 100.0 * mult * mult * mult + cloudAssembly.min_height;
cloudAssembly.min_cloud_width = 3500.0 * mult;
cloudAssembly.min_cloud_height = 3200.0 * mult;
cloudAssembly.z_scale = 0.4;
cloudAssembly.tracer_flag = 1;
#signal that new routines are used
path = "new";
@ -583,9 +592,10 @@ else if (type == "Stratus") {
cloudAssembly = local_weather.cloud.new(type, subtype);
var mult = 1.0;
if (subtype == "small")
{
var mult = 0.8;
mult = 0.8;
cloudAssembly.texture_sheet = "/Models/Weather/cirrocumulus_sheet1.rgb";
cloudAssembly.num_tex_x = 3;
cloudAssembly.num_tex_y = 3;
@ -594,11 +604,12 @@ else if (type == "Stratus") {
}
else
{
var mult = 1.0;
mult = 1.0;
cloudAssembly.texture_sheet = "/Models/Weather/stratus_sheet1.rgb";
cloudAssembly.num_tex_x = 3;
cloudAssembly.num_tex_y = 2;
cloudAssembly.n_sprites = 10;
#cloudAssembly.n_sprites = 10;
cloudAssembly.n_sprites = 6;
cloudAssembly.z_scale = 0.4;
}
@ -609,7 +620,7 @@ else if (type == "Stratus") {
cloudAssembly.min_height = 2000.0 * mult;
cloudAssembly.max_height = 2500.0 * mult;
cloudAssembly.min_cloud_width = 5000.0;
cloudAssembly.min_cloud_height = 50; #1.1 * cloudAssembly.max_height;
cloudAssembly.min_cloud_height = 2600 * mult; #1.1 * cloudAssembly.max_height;
#signal that new routines are used
@ -620,22 +631,25 @@ else if (type == "Stratus (thin)") {
cloudAssembly = local_weather.cloud.new(type, subtype);
var mult = 1.0;
if (subtype == "small")
{
var mult = 0.5;
mult = 0.5;
cloudAssembly.texture_sheet = "/Models/Weather/cirrocumulus_sheet1.rgb";
cloudAssembly.num_tex_x = 3;
cloudAssembly.num_tex_y = 3;
cloudAssembly.n_sprites = 20;
# cloudAssembly.n_sprites = 20;
cloudAssembly.n_sprites = 10;
cloudAssembly.z_scale = 0.4;
}
else
{
var mult = 1.0;
mult = 1.0;
cloudAssembly.texture_sheet = "/Models/Weather/stratus_sheet1.rgb";
cloudAssembly.num_tex_x = 3;
cloudAssembly.num_tex_y = 2;
cloudAssembly.n_sprites = 10;
# cloudAssembly.n_sprites = 10;
cloudAssembly.n_sprites = 6;
cloudAssembly.z_scale = 0.3;
}
@ -660,8 +674,9 @@ else if (type == "Cirrostratus") {
cloudAssembly = local_weather.cloud.new(type, subtype);
if (subtype == "small") {var mult = 0.7;}
else {var mult = 1.0;}
var mult = 1.0;
if (subtype == "small") {mult = 0.7;}
else {mult = 1.0;}
# characterize the basic texture sheet
cloudAssembly.texture_sheet = "/Models/Weather/cirrostratus_sheet1.rgb";
@ -703,9 +718,10 @@ else if (type == "Fog (thick)") {
cloudAssembly = local_weather.cloud.new(type, subtype);
var mult = 1.0;
if (subtype == "small")
{
var mult = 0.8;
mult = 0.8;
cloudAssembly.texture_sheet = "/Models/Weather/stratus_sheet1.rgb";
cloudAssembly.num_tex_x = 3;
cloudAssembly.num_tex_y = 2;
@ -714,7 +730,7 @@ else if (type == "Fog (thick)") {
}
else
{
var mult = 1.0;
mult = 1.0;
cloudAssembly.texture_sheet = "/Models/Weather/stratus_sheet1.rgb";
cloudAssembly.num_tex_x = 3;
cloudAssembly.num_tex_y = 2;
@ -801,7 +817,7 @@ else if (type == "Cb_box") {
cloudAssembly.num_tex_y = 2;
#characterize the cloud
cloudAssembly.bottom_shade = 0.6;
cloudAssembly.bottom_shade = 0.4;
cloudAssembly.n_sprites = 6;
cloudAssembly.min_width = 800.0;
cloudAssembly.max_width = 1100.0;
@ -822,7 +838,7 @@ else if (type == "Cb_box") {
cloudAssembly.num_tex_y = 2;
#characterize the cloud
cloudAssembly.bottom_shade = 0.6;
cloudAssembly.bottom_shade = 0.4;
cloudAssembly.n_sprites = 10;
cloudAssembly.min_width = 1000.0;
cloudAssembly.max_width = 1500.0;
@ -839,7 +855,7 @@ else if (type == "Cb_box") {
cloudAssembly.num_tex_y = 1;
#characterize the cloud
cloudAssembly.bottom_shade = 0.5;
cloudAssembly.bottom_shade = 0.4;
cloudAssembly.n_sprites = 4;
cloudAssembly.min_width = 1100.0;
cloudAssembly.max_width = 1400.0;

View file

@ -156,7 +156,7 @@ var setDefaultCloudsOff = func {
var layers = props.globals.getNode("/environment/clouds").getChildren("layer");
foreach (l; layers)
foreach (var l; layers)
{
l.getNode("coverage-type").setValue(5);
}
@ -407,29 +407,29 @@ var buffer_flag = getprop(lw~"config/buffer-flag");
var d_max = weather_tile_management.cloud_view_distance + 1000.0;
# check if we deal with a convective cloud
# check if we deal with a convective cloud - no need to do this any more, convective clouds go via a different system
var convective_flag = 0;
if (find("cumulus",path) != -1)
{
if ((find("alto",path) != -1) or (find("cirro", path) != -1) or (find("strato", path) != -1))
{convective_flag = 0;}
else if ((find("small",path) != -1) or (find("whisp",path) != -1))
{convective_flag = 1;}
else if (find("bottom",path) != -1)
{convective_flag = 4;}
else
{convective_flag = 2;}
}
else if (find("congestus",path) != -1)
{
if (find("bottom",path) != -1)
{convective_flag = 5;}
else
{convective_flag = 3;}
}
#if (find("cumulus",path) != -1)
# {
# if ((find("alto",path) != -1) or (find("cirro", path) != -1) or (find("strato", path) != -1))
# {convective_flag = 0;}
# else if ((find("small",path) != -1) or (find("whisp",path) != -1))
# {convective_flag = 1;}
# else if (find("bottom",path) != -1)
# {convective_flag = 4;}
# else
# {convective_flag = 2;}
#
# }
#else if (find("congestus",path) != -1)
# {
# if (find("bottom",path) != -1)
# {convective_flag = 5;}
# else
# {convective_flag = 3;}
# }
#print("path: ", path, " flag: ", convective_flag);
@ -443,7 +443,6 @@ else if (find("congestus",path) != -1)
if (getprop(lw~"tmp/buffer-status") == "placing")
{
#tile_counter = getprop(lw~"tmp/buffer-tile-index");
tile_counter = buffered_tile_index;
}
@ -460,18 +459,18 @@ var cloud_number = n.getNode("placement-index").getValue();
for (var i = cloud_number; 1; i += 1)
if (c.getChild("cloud", i, 0) == nil)
break;
cl = c.getChild("cloud", i, 1);
n.getNode("placement-index").setValue(i);
var cl = c.getChild("cloud", i, 1);
n.getNode("placement-index").setValue(i);
var placement_index = i;
var placement_index = i;
var model_number = n.getNode("model-placement-index").getValue();
var m = props.globals.getNode("models", 1);
for (var i = model_number; 1; i += 1)
if (m.getChild("model", i, 0) == nil)
break;
model = m.getChild("model", i, 1);
n.getNode("model-placement-index").setValue(i);
var model = m.getChild("model", i, 1);
n.getNode("model-placement-index").setValue(i);
@ -483,15 +482,19 @@ var hdgN = cl.getNode("orientation/true-heading-deg", 1); hdgN.setValue(heading)
cl.getNode("tile-index",1).setValue(tile_counter);
model.getNode("path", 1).setValue(path);
model.getNode("latitude-deg-prop", 1).setValue(latN.getPath());
model.getNode("longitude-deg-prop", 1).setValue(lonN.getPath());
model.getNode("elevation-ft-prop", 1).setValue(altN.getPath());
model.getNode("heading-deg-prop", 1).setValue(hdgN.getPath());
model.getNode("latitude-deg", 1).setValue(lat);
model.getNode("longitude-deg", 1).setValue(long);
model.getNode("elevation-ft", 1).setValue(alt);
model.getNode("heading-deg", 1).setValue(local_weather.wind.cloudlayer[0]+180.0);
model.getNode("tile-index",1).setValue(tile_counter);
model.getNode("speed-kt",1).setValue(local_weather.wind.cloudlayer[1]);
model.getNode("load", 1).remove();
#model.getNode("latitude-deg-prop", 1).setValue(latN.getPath());
#model.getNode("longitude-deg-prop", 1).setValue(lonN.getPath());
#model.getNode("elevation-ft-prop", 1).setValue(altN.getPath());
#model.getNode("heading-deg-prop", 1).setValue(hdgN.getPath());
# sort the cloud into the cloud hash array
@ -655,7 +658,6 @@ if ((i < 0) or (i==0))
# now set flag that tile has been completely processed
var dir_index = props.globals.getNode(lw~"tiles/tmp/dir-index").getValue();
#props.globals.getNode(lw~"tiles").getChild("tile",dir_index).getNode("generated-flag").setValue(2);
setprop(lw~"tiles/tile["~dir_index~"]/generated-flag",2);
return;

View file

@ -467,7 +467,7 @@ var n_stations = size(weatherStationArray);
for (var i = 0; i < n_stations; i=i+1) {
s = weatherStationArray[i];
var s = weatherStationArray[i];
var stpos = geo.Coord.new();
@ -511,6 +511,7 @@ var D = sum_D/sum_norm + temperature_offset;
var T = sum_T/sum_norm + temperature_offset;
# get an inverse distance weighted average from all defined atmospheric condition points
sum_norm = 0.0;
@ -528,7 +529,7 @@ var n_iPoints = size(atmosphereIpointArray);
for (var i = 0; i < n_iPoints; i=i+1) {
a = atmosphereIpointArray[i];
var a = atmosphereIpointArray[i];
var apos = geo.Coord.new();
@ -587,11 +588,12 @@ var scatt_alt_high = sum_scatt_alt_high/sum_norm;
vis = vis * ground_haze_factor;
var altitude = getprop("position/altitude-ft");
current_mean_terrain_elevation = ialt;
# var current_mean_terrain_elevation = ialt;
var alt1 = vis_alt1;
var alt2 = alt1 + 1500.0;
setprop("/environment/ground-visibility-m",vis);
setprop("/environment/ground-haze-thickness-m",alt2 * ft_to_m);
@ -693,6 +695,11 @@ else
{var scatt = 0.95;}
# compute the cloud layer self shading correction
var sun_angle = 1.57079632675 - getprop("/sim/time/sun-angle-rad");
var cloud_layer_shading = 1.0 - ((1.0 - scatt_max) * math.pow(math.cos(sun_angle),100.0));
# compute the overcast haze
if (altitude < ovcst_alt_low)
@ -731,11 +738,7 @@ else if (vis/vis_before < (2.0-vlimit))
# write all properties into the weather interpolation record
setprop(lwi~"mean-terrain-altitude-ft",ialt);
# if (vis > 0.0) {setprop(lwi~"visibility-m",vis);} # a redundancy check
# setprop(lwi~"temperature-degc",T);
# setprop(lwi~"dewpoint-degc",D);
# if (p > 10.0) {setprop(lwi~"pressure-sea-level-inhg",p);}
# setprop(lwi~"turbulence",0.0);
if (vis > 0.0) interpolated_conditions.visibility_m = vis;
interpolated_conditions.temperature_degc = T;
@ -747,6 +750,7 @@ if (p>10.0) interpolated_conditions.pressure_sea_level_inhg = p;
if (scattering_shader_flag == 1)
{
local_weather.setSkydomeShader(rayleigh, mie, density);
setprop("/environment/cloud-self-shading", cloud_layer_shading);
}
local_weather.setScattering(scatt);
@ -757,7 +761,7 @@ local_weather.setOvercast(ovcst);
# now check if an effect volume writes the property and set only if not
flag = getprop("local-weather/effect-volumes/number-active-vis");
var flag = getprop("local-weather/effect-volumes/number-active-vis");
if ((flag ==0) and (vis > 0.0) and (getprop(lw~"lift-loop-flag") == 0) and (compat_layer.smooth_visibility_loop_flag == 0))
{
@ -1532,12 +1536,12 @@ return lift;
# separately
###########################################################
var create_cloud_vec = func(path, lat, long, alt, heading) {
var create_cloud_vec = func(path, lat, lon, alt, heading) {
if (path == "new") # we have to switch to new cloud generating routines
{
local_weather.cloudAssembly.lat = lat;
local_weather.cloudAssembly.lon = long;
local_weather.cloudAssembly.lon = lon;
local_weather.cloudAssembly.alt = alt;
local_weather.cloudAssembly.top_shade = top_shade;
@ -1550,16 +1554,39 @@ if (path == "new") # we have to switch to new cloud generating routines
local_weather.cloudAssembly.evolution_timestamp = cloud_evolution_timestamp;
local_weather.cloudAssembly.rel_alt = cloudAssembly.alt - cloud_mean_altitude;
}
#compat_layer.create_cloud_new(local_weather.cloudAssembly);
append(cloudAssemblyArray,cloudAssembly);
# at this point we insert tracers for the depth buffer
#if (local_weather.cloudAssembly.tracer_flag == 1)
# {
# tracerAssembly = local_weather.cloud.new("Tracer", "default");
# tracerAssembly.texture_sheet = "/Models/Weather/nimbus_sheet1.rgb";
# tracerAssembly.n_sprites = 1;
# tracerAssembly.bottom_shade = 0.0;
# tracerAssembly.top_shade = 0.0;
# tracerAssembly.num_tex_x = 1;
# tracerAssembly.num_tex_y = 1;
# tracerAssembly.lat = lat;
# tracerAssembly.lon = lon;
# tracerAssembly.alt = alt + local_weather.cloudAssembly.min_height *0.35 * m_to_ft ;
# tracerAssembly.min_width = local_weather.cloudAssembly.min_width * 0.35;
# tracerAssembly.max_width = local_weather.cloudAssembly.max_width * 0.35;
# tracerAssembly.min_height = local_weather.cloudAssembly.min_height * 0.35;
# tracerAssembly.max_height = local_weather.cloudAssembly.max_height * 0.35;
# tracerAssembly.min_cloud_width = local_weather.cloudAssembly.min_cloud_width * 0.35;
# tracerAssembly.min_cloud_height = local_weather.cloudAssembly.min_cloud_height * 0.35;
# tracerAssembly.z_scale = local_weather.cloudAssembly.z_scale;
# append(cloudAssemblyArray,tracerAssembly);
# }
return;
}
append(clouds_path,path);
append(clouds_lat,lat);
append(clouds_lon,long);
append(clouds_lon,lon);
append(clouds_alt,alt);
append(clouds_orientation,heading);
@ -1873,6 +1900,7 @@ create_effect_volume(1, lat, lon, 2000.0, 2000.0, 0.0, 0.0, alt+1000.0, 8000.0 +
var create_cumosys = func (blat, blon, balt, nc, size) {
# realistic Cumulus has somewhat larger models, so compensate to get the same coverage
if (detailed_clouds_flag == 1)
{nc = int(0.7 * nc);}
@ -2680,10 +2708,10 @@ var terrain_presampling_loop = func (blat, blon, nc, size, alpha) {
if ((local_weather_running_flag == 0) and (local_weather_startup_flag == 0)) {return;}
var n = 25;
var n_out = 25;
if (local_weather.features.fast_geodinfo == 0)
{var n = 25;
var n_out = 25;
{
# dynamically drop accuracy if framerate is low
var dt = getprop("/sim/time/delta-sec");
@ -2742,9 +2770,9 @@ for (var i=0; i<ntries; i=i+1)
var elevation_vec = compat_layer.get_elevation_array(lat_vec, lon_vec);
for (i=0; i<ntries;i=i+1)
for (var i=0; i<ntries;i=i+1)
{
for(j=0;j<30;j=j+1)
for(var j=0;j<30;j=j+1)
{
if ((elevation_vec[i] != -1.0) and (elevation_vec[i] < 500.0 * (j+1)))
{terrain_n[j] = terrain_n[j]+1; break;}
@ -2810,7 +2838,7 @@ if ((compat_layer.features.terrain_presampling_active == 0) or (getprop(lw~"tile
}
else
{
#print("Hard-coded sampling...");
# print("Hard-coded sampling...");
var n_tot = getprop("/environment/terrain/area[0]/input/max-samples");
var alt_mean = getprop("/environment/terrain/area[0]/output/alt-mean-ft");
var alt_med = getprop("/environment/terrain/area[0]/output/alt-median-ft");
@ -2831,7 +2859,7 @@ setprop(lw~"tmp/tile-alt-mean-ft",alt_mean);
setprop(lw~"tmp/tile-alt-layered-ft",0.5 * (alt_min + alt_20));
append(alt_50_array, alt_med);
append(alt_20_array, alt_20);
append(alt_20_array, alt_20);
append(alt_min_array, alt_min);
append(alt_mean_array, alt_mean);
@ -3916,9 +3944,12 @@ if (buffer_flag == 1)
}
# start the sea color loop
local_weather.init_sea_colors();
# start the mask loop
#local_weather.init_mask();
# weather_tile_management.watchdog_loop();
}
@ -4067,16 +4098,16 @@ var alt = getprop("position/altitude-ft");
#var pos = geo.aircraft_position();
# debug.dump(geodinfo(lat, lon));
debug.dump(geodinfo(lat, lon));
var info = {};
#var info = {};
for (var i = 0; i< 100000; i=i+1)
{
info = geodinfo(lat, lon);
}
#for (var i = 0; i< 100000; i=i+1)
# {
# info = geodinfo(lat, lon);
# }
}
@ -4398,6 +4429,7 @@ var thermal = {};
var wave = {};
var interpolated_conditions = {};
var current_conditions = {};
var tracerAssembly = {};
# the wind hash stores the current winds

View file

@ -46,6 +46,14 @@ ppos.set_latlon(s.lat,s.lon,0.0);
s.distance = viewpos.distance_to(ppos);
append(interpolation_vector,s);
# Venezuela rivers
s = seaColorPoint.new(5.00, -62.11, 3.0,0.17, 0.25, 0.31);
ppos.set_latlon(s.lat,s.lon,0.0);
s.distance = viewpos.distance_to(ppos);
append(interpolation_vector,s);
ivector_size = size(interpolation_vector);
sea_color_loop(0);

View file

@ -128,6 +128,8 @@ var viewpos = geo.viewer_position();
setprop("/sim/rendering/eye-altitude-m", viewpos.alt());
if (local_weather.presampling_flag == 1)
{
var mean_terrain_elevation_m = ft_to_m * local_weather.current_mean_alt ; }
@ -170,7 +172,7 @@ tan_vangle = math.tan(vangle * math.pi/180.0);
var tiles = props.globals.getNode(lw~"tiles").getChildren("tile");
foreach (t; tiles)
foreach (var t; tiles)
{
var generated_flag = t.getNode("generated-flag").getValue();
@ -210,7 +212,7 @@ if (view_distance > weather_tile_management.cloud_view_distance) {view_distance
# shift the tile centers with the windfield
var tiles = props.globals.getNode("local-weather/tiles", 1).getChildren("tile");
foreach (t; tiles) {move_tile(t);}
foreach (var t; tiles) {move_tile(t);}
@ -369,7 +371,7 @@ for(var i = 0; i < 9; i = i + 1)
n = n/cloud_convective_lifetime_s * cloud_respawning_interval_s * math.sqrt(0.35);
n_res = n - int(n);
var n_res = n - int(n);
n = int(n);
if (rand() < n_res) {n=n+1;}
@ -437,7 +439,7 @@ if (depth ==0) {return tree_base_vec;} else {return c_vec;}
var sort_into_quadtree = func (blat, blon, alpha, lat, lon, tree, object) {
xy_vec = get_cartesian (blat, blon, alpha, lat, lon);
var xy_vec = get_cartesian (blat, blon, alpha, lat, lon);
sorting_recursion (xy_vec[0], xy_vec[1], tree, object, 0);

View file

@ -24,6 +24,7 @@
# object purpose
#
# cloud to provide the data hash for the new cloud rendering system
# cloudBuffer to store a cloud in a Nasal buffer, to provide methods to move it
# cloudScenery to store info for clouds in scenery, to provide methods to move and evolve them
@ -43,9 +44,6 @@ var code = getprop(lw~"tiles/tile[4]/code");
var i = 0;
var d_min = 100000.0;
var i_min = 0;
# var distance_to_load = getprop(lw~"config/distance-to-load-tile-m");
# var distance_to_remove = getprop(lw~"config/distance-to-remove-tile-m");
# var current_visibility = getprop(lw~"interpolation/visibility-m");
var current_visibility = local_weather.interpolated_conditions.visibility_m;
var current_heading = getprop("orientation/heading-deg");
var loading_flag = getprop(lw~"tmp/asymmetric-tile-loading-flag");
@ -60,10 +58,7 @@ if (distance_to_load > 65000.0) {distance_to_load = 65000.0;}
if (distance_to_load < 29000.0) {distance_to_load = 29000.0;}
#if (distance_to_load > 3.0 * current_visibility)
# {distance_to_load = 3.0 * current_visibility;}
#if (distance_to_load < 29000.0)
# {distance_to_load = 29000.0;}
var distance_to_remove = distance_to_load + 20000.0;
if (distance_to_remove > 65500.0) {distance_to_remove = 65500.0;}
@ -154,7 +149,6 @@ foreach (var t; tNode) {
t.getNode("generated-flag").setValue(1);
t.getNode("timestamp-sec").setValue(weather_dynamics.time_lw);
t.getNode("tile-index",1).setValue(getprop(lw~"tiles/tile-counter"));
generate_tile(code, tpos.lat(), tpos.lon(),i);
}
@ -334,9 +328,10 @@ if (((local_weather.presampling_flag == 1) and (getprop(lw~"tmp/presampling-stat
# compute the new windspeed
var windspeed = 0;
if (local_weather.metar_flag == 0)
{
var windspeed = getprop(lw~"tmp/windspeed-kt");
windspeed = getprop(lw~"tmp/windspeed-kt");
windspeed = windspeed + 2.0 * (rand()-0.5) * 2.0;
if (windspeed < 0) {windspeed = rand();}
}
@ -1549,7 +1544,7 @@ var cloud = {
var c = { parents: [cloud] };
c.type = type;
c.subtype = subtype;
c.tracer_flag = 0;
return c;
},
remove: func {

View file

@ -353,6 +353,7 @@ setprop(lw~"tiles/code","high_pressure");
tile_start();
var x = 0.0;
var y = 0.0;
var lat = 0.0;
@ -2911,7 +2912,7 @@ var create_6_8_stratocumulus = func (lat, lon, alt, alpha) {
if (local_weather.detailed_clouds_flag == 1)
{
for (i=0; i< 2; i=i+1)
for (var i=0; i< 2; i=i+1)
{
var phi = alpha * math.pi/180.0;
var x = 2.0 * (rand()-0.5) * 4000;

View file

@ -2,13 +2,14 @@
#version 120
varying float fogFactor;
//varying float MieFactor;
varying vec3 hazeColor;
uniform float range; // From /sim/rendering/clouds3d-vis-range
uniform float scattering;
uniform float terminator;
uniform float altitude;
uniform float cloud_self_shading;
uniform float moonlight;
attribute vec3 usrAttr1;
attribute vec3 usrAttr2;
@ -28,9 +29,10 @@ float light_func (in float x, in float a, in float b, in float c, in float d, in
{
x = x-0.5;
// use the asymptotics to shorten computations
if (x > 30.0) {return e;}
if (x < -15.0) {return 0.0;}
if (x < -15.0) {return 0.03;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
@ -45,7 +47,18 @@ return x + 2.0 * x * Mie * (1.0 -0.8*x) * (1.0 -0.8*x);
void main(void)
{
//shade_factor = shade_factor * cloud_self_shading;
//top_factor = top_factor * cloud_self_shading;
//shade_factor = min(shade_factor, top_factor);
//middle_factor = min(middle_factor, top_factor);
//bottom_factor = min(bottom_factor, top_factor);
float intensity;
float mix_factor;
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);//vec3 (0.55, 0.6, 0.8);
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight * scattering;
gl_TexCoord[0] = gl_MultiTexCoord0;
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
@ -121,6 +134,10 @@ void main(void)
float yprime = -dot(relVector, lightHorizon);
float yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
// two times terminator width governs how quickly light fades into shadow
float terminator_width = 200000.0;
float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
// compute the light at the position
vec4 light_diffuse;
@ -129,16 +146,26 @@ void main(void)
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse.a = 0.0;
intensity = length(light_diffuse);
light_diffuse = intensity * normalize(mix(light_diffuse, 2.0*vec4 (0.55, 0.6, 0.8, 1.0), (1.0 - smoothstep(0.3,0.8, scattering))));
light_diffuse.a = 1.0;
intensity = (1.0 - (0.5 * (1.0 - earthShade))) * length(light_diffuse.rgb);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, min(scattering, cloud_self_shading) ))));
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.8)
{
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade ) ));
}
//gl_FrontColor = gl_LightSource[0].diffuse * shade + gl_FrontLightModelProduct.sceneColor;
gl_FrontColor = light_diffuse * shade + gl_FrontLightModelProduct.sceneColor;
//intensity = length(light_diffuse.xyz);
gl_FrontColor.rgb = intensity * shade * normalize(mix(light_diffuse.rgb, shadedFogColor, smoothstep(0.1,0.4, (1.0 - shade) ))) ;
//gl_FrontColor.a = 1.0;
//light_diffuse+ gl_FrontLightModelProduct.sceneColor;// * shade ;//+ gl_FrontLightModelProduct.sceneColor;
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(range*0.9, range, fogCoord));
@ -155,33 +182,31 @@ void main(void)
//fogFactor = clamp(fogFactor, 0.0, 1.0);
// haze of ground haze shader is slightly bluish
hazeColor = light_diffuse.xyz;
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
hazeColor = light_diffuse.rgb;
hazeColor.r = hazeColor.r * 0.83;
hazeColor.g = hazeColor.g * 0.9;
//hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0 - smoothstep(0.5,0.9,cloud_self_shading)) ));
hazeColor = hazeColor * scattering;
// in sunset or sunrise conditions, do extra shading of clouds
// two times terminator width governs how quickly light fades into shadow
float terminator_width = 200000.0;
float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
// 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,scattering))));
//intensity = length(hazeColor);
//hazeColor = intensity * normalize(mix(hazeColor, 2.0* vec3 (0.55, 0.6, 0.8), (1.0 - smoothstep(0.3,0.8,scattering))));
hazeColor = hazeColor * earthShade;
gl_FrontColor.xyz = gl_FrontColor.xyz * earthShade;
//hazeColor = hazeColor * earthShade;
//gl_FrontColor.xyz = gl_FrontColor.xyz * earthShade;
// Mie correction
float Mie;
float MieFactor;
if (shade_factor > 0.6)
if (bottom_factor > 0.6)
{
MieFactor = dot(normalize(lightFull), normalize(relVector));
Mie = 1.5 * smoothstep(0.9,1.0, MieFactor) * smoothstep(0.6, 0.8, shade_factor);
Mie = 1.5 * smoothstep(0.9,1.0, MieFactor) * smoothstep(0.6, 0.8, bottom_factor);
}
else {Mie = 0.0;}
@ -196,5 +221,11 @@ void main(void)
gl_FrontColor.b = mie_func(gl_FrontColor.b, 0.5*Mie);
}
gl_BackColor = gl_FrontColor;
gl_FrontColor.rgb = gl_FrontColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
hazeColor.rgb = hazeColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
gl_BackColor = gl_FrontColor;
}

View file

@ -4,6 +4,9 @@ varying float fogFactor;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
if (base.a <= 0.01)
discard;
vec4 finalColor = base * gl_Color;
gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
gl_FragColor.a = finalColor.a;

471
Shaders/airfield.frag Normal file
View file

@ -0,0 +1,471 @@
// -*-C++-*-
// written by Thorsten Renk, Oct 2011, based on default.frag
// Ambient term comes in gl_Color.rgb.
varying vec4 diffuse_term;
varying vec3 normal;
//varying vec2 nvec;
varying vec3 relPos;
varying vec2 rawPos;
uniform sampler2D texture;
uniform sampler2D snow_texture;
//varying float yprime_alt;
//varying float mie_angle;
varying float steepness;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
uniform float eye_alt;
uniform float snowlevel;
uniform float dust_cover_factor;
uniform float fogstructure;
uniform float cloud_self_shading;
uniform float ylimit;
uniform float zlimit1;
uniform float zlimit2;
uniform float wetness;
uniform int quality_level;
uniform int tquality_level;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float yprime_alt;
float mie_angle;
float rand2D(in vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float cosine_interpolate(in float a, in float b, in float x)
{
float ft = x * 3.1415927;
float f = (1.0 - cos(ft)) * .5;
return a*(1.0-f) + b*f;
}
float simple_interpolate(in float a, in float b, in float x)
{
return a + smoothstep(0.0,1.0,x) * (b-a);
//return mix(a,b,x);
}
float interpolatedNoise2D(in float x, in float 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);
}
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 * 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
{
return exp(- targ * targ - pow(targ,4.0));
}
}
void main()
{
//if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x < zlimit2))
// {discard;}
float effective_scattering = min(scattering, cloud_self_shading);
yprime_alt = diffuse_term.a;
diffuse_term.a = 1.0;
mie_angle = gl_Color.a;
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
float dist = length(relPos);
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
color.a = 1.0;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 texel;
vec4 snow_texel;
vec4 detail_texel;
vec4 mix_texel;
vec4 fragColor;
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
// 500m: distortion and overlay
// 1500m: overlay, detail, dust, fog
// 2000m: overlay, detail, snow, fog
float noise_02m;
float noise_1m = Noise2D(rawPos.xy, 1.0);
float noise_2m;
float noise_10m = Noise2D(rawPos.xy, 10.0);
float noise_5m = Noise2D(rawPos.xy,5.0);
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 * (1.0 + 0.1 * noise_500m));
float distortion_factor = 1.0;
if (quality_level > 3)
{
snow_texel = texture2D(snow_texture, gl_TexCoord[0].st);
}
float dist_fact;
float nSum;
float mix_factor;
float water_factor = 0.0;
float water_threshold1;
float water_threshold2;
// get distribution of water when terrain is wet
if ((dist < 3000.0)&& (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 , 0.5 * (noise_5m + (1.0 -noise_1m))) * (1.0 - smoothstep(1000.0, 3000.0, dist));
}
// color and shade variation of the grass
texel.rgb = texel.rgb * (0.7 + 0.1 * (noise_10m + 2.0 * noise_5m + 3.0 * noise_1m));
texel.r = texel.r * (1.0 + 0.14 * smoothstep(0.5,0.7, 0.33*(2.0 * noise_10m + (1.0-noise_5m))));
vec4 dust_color;
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));
}
// darken grass when wet
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);
n = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
n = normalize(n);
NdotL = dot(n, lightDir);
if ((dist < 200.0) && (quality_level > 4))
{
noise_02m = Noise2D(rawPos.xy,0.1);
NdotL = NdotL + 0.4 * (noise_02m) * (1.0 - smoothstep(50.0, 100.0, dist)) * (1.0 - water_factor);
}
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
{
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;
}
}
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)
{
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 - effective_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 - effective_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* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
// reduce haze intensity when looking at shaded surfaces, only in terminator region
float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
gl_FragColor = fragColor;
}
else // if dist < threshold no fogging at all
{
gl_FragColor = fragColor;
}
}

View file

@ -26,10 +26,7 @@ varying vec3 relPos;
//varying float yprime;
//varying float vertex_alt;
varying float yprime_alt;
varying float mie_angle;
//varying float mie_angle;
uniform int colorMode;
uniform float hazeLayerAltitude;
@ -48,6 +45,8 @@ const float terminator_width = 200000.0;
float earthShade;
float mie_angle;
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
@ -66,12 +65,12 @@ void main()
vec4 light_diffuse;
vec4 light_ambient;
//float yprime_alt;
float yprime;
float lightArg;
float intensity;
float vertex_alt;
float scattering;
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
// this code is copied from default.vert
@ -161,27 +160,23 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse.a = 0.0;
light_diffuse.a = 1.0;
light_diffuse = light_diffuse * scattering;
light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5);
light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4);
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.a = 0.0;
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.5)
{
light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.xyz);
//light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.rgb);
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
intensity = length(light_diffuse.xyz);
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
intensity = length(light_diffuse.rgb);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}
@ -213,8 +208,8 @@ else // the faster, full-day version without lightfields
mie_angle = 1.0;
if (terminator > 3000000.0)
{light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0);
light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
{light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0);
light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); }
else
{
@ -222,12 +217,12 @@ else // the faster, full-day version without lightfields
light_diffuse.b = 0.78 + lightArg * 0.21;
light_diffuse.g = 0.907 + lightArg * 0.091;
light_diffuse.r = 0.904 + lightArg * 0.092;
light_diffuse.a = 0.0;
light_diffuse.a = 1.0;
light_ambient.b = 0.41 + lightArg * 0.08;
light_ambient.g = 0.333 + lightArg * 0.06;
light_ambient.r = 0.316 + lightArg * 0.016;
light_ambient.a = 0.0;
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
}
light_diffuse = light_diffuse * scattering;
@ -248,7 +243,8 @@ else // the faster, full-day version without lightfields
diffuse_term.a = 1.0;
// Another hack for supporting two-sided lighting without using
// gl_FrontFacing in the fragment shader.
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
gl_FrontColor.rgb = constant_term.rgb;
gl_BackColor.rgb = constant_term.rgb;
gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
}

View file

@ -6,6 +6,8 @@ varying vec3 hazeColor;
uniform float terminator;
uniform float altitude;
uniform float cloud_self_shading;
uniform float moonlight;
const float shade = 1.0;
const float cloud_height = 1000.0;
@ -20,7 +22,7 @@ x = x-0.5;
// use the asymptotics to shorten computations
if (x > 30.0) {return e;}
if (x < -15.0) {return 0.0;}
if (x < -15.0) {return 0.03;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
@ -29,6 +31,9 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
void main(void)
{
vec3 shadedFogColor = vec3 (0.65, 0.67, 0.78);
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
//gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
@ -73,18 +78,20 @@ void main(void)
float lightArg = (terminator-yprime_alt)/100000.0;
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 2.827, 1.08e-05, 1.0);
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse.a = 0.0;
light_diffuse.a = 1.0;
float intensity = length(light_diffuse.rgb);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading ))));
// Determine the shading of the sprite based on its vertical position and position relative to the sun.
n = min(smoothstep(-0.5, 0.0, n), fract);
// Determine the shading based on a mixture from the backlight to the front
vec4 backlight = light_diffuse * shade;
gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
gl_FrontColor = mix(backlight, light_diffuse, n);
gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
@ -98,9 +105,9 @@ float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0);
if (fadeScale < 0.05) fadeScale = 0.05;
fogFactor = exp( -gl_Fog.density * fogCoord * fadeScale);
hazeColor = light_diffuse.xyz;
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
hazeColor = light_diffuse.rgb;
hazeColor.r = hazeColor.r * 0.83;
hazeColor.g = hazeColor.g * 0.9;
// in sunset or sunrise conditions, do extra shading of clouds
@ -112,8 +119,16 @@ float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0);
// now dim the light
float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
if (earthShade < 0.8)
{
intensity = length(light_diffuse.rgb);
gl_FrontColor.rgb = intensity * normalize(mix(gl_FrontColor.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade ) ));
}
hazeColor = hazeColor * earthShade;
gl_FrontColor.xyz = gl_FrontColor.xyz * earthShade;
gl_FrontColor.rgb = gl_FrontColor.rgb * earthShade;
gl_FrontColor.rgb = gl_FrontColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
hazeColor.rgb = hazeColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
gl_BackColor = gl_FrontColor;
}

View file

@ -0,0 +1,569 @@
// -*-C++-*-
// written by Thorsten Renk, Oct 2011, based on default.frag
// Ambient term comes in gl_Color.rgb.
varying vec4 diffuse_term;
varying vec3 normal;
//varying vec2 nvec;
varying vec3 relPos;
varying vec2 rawPos;
//varying vec3 ecViewdir;
uniform sampler2D texture;
uniform sampler3D NoiseTex;
uniform sampler2D snow_texture;
uniform sampler2D detail_texture;
uniform sampler2D mix_texture;
//varying float yprime_alt;
//varying float mie_angle;
varying float steepness;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
uniform float eye_alt;
uniform float snowlevel;
uniform float dust_cover_factor;
uniform float lichen_cover_factor;
uniform float wetness;
uniform float fogstructure;
uniform float snow_thickness_factor;
uniform float cloud_self_shading;
uniform float ylimit;
uniform float zlimit1;
uniform float zlimit2;
uniform float xslope;
uniform int quality_level;
uniform int tquality_level;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float yprime_alt;
float mie_angle;
float rand2D(in vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float cosine_interpolate(in float a, in float b, in float x)
{
float ft = x * 3.1415927;
float f = (1.0 - cos(ft)) * .5;
return a*(1.0-f) + b*f;
}
float simple_interpolate(in float a, in float b, in float x)
{
return a + smoothstep(0.0,1.0,x) * (b-a);
//return mix(a,b,x);
}
float interpolatedNoise2D(in float x, in float 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);
}
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 * 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
{
return exp(- targ * targ - pow(targ,4.0));
}
}
void main()
{
// drop fragments behind the mask of the instrument panel as passed by properties
int xoffset = int(xslope * (ylimit - gl_FragCoord.y));
if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1 - xoffset) && (gl_FragCoord.x < zlimit2 + xoffset))
{discard;}
yprime_alt = diffuse_term.a;
diffuse_term.a = 1.0;
mie_angle = gl_Color.a;
float effective_scattering = min(scattering, cloud_self_shading);
// distance to fragment
float dist = length(relPos);
// angle of view vector with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
color.a = 1.0;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
//vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
vec4 texel;
vec4 snow_texel;
vec4 detail_texel;
vec4 mix_texel;
vec4 fragColor;
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 = Noise2D(rawPos.xy, 50.0);;
float noise_250m;
float noise_500m = Noise2D(rawPos.xy, 500.0);
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
float noise_2000m = Noise2D(rawPos.xy, 2000.0);
//
// get the texels
texel = texture2D(texture, gl_TexCoord[0].st);
float distortion_factor = 1.0;
vec2 stprime;
int flag = 1;
int mix_flag = 1;
float noise_term;
float snow_alpha;
//float view_angle = abs(dot(normal, normalize(ecViewdir)));
if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel))
{
//snow_texel = texture2D(snow_texture, gl_TexCoord[0].st);
float sfactor;
snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_500m + 0.1* (1.0 - noise_10m) );
snow_texel.r = snow_texel.r * (0.9 + 0.05 * (noise_10m + noise_5m));
snow_texel.g = snow_texel.g * (0.9 + 0.05 * (noise_10m + noise_5m));
snow_texel.a = 1.0;
noise_term = 0.1 * (noise_500m-0.5);
sfactor = sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
noise_term = noise_term + 0.2 * (noise_50m -0.5) * (1.0 - smoothstep(18000.0*sfactor, 40000.0*sfactor, dist) ) ;
noise_term = noise_term + 0.3 * (noise_10m -0.5) * (1.0 - smoothstep(4000.0 * sfactor, 8000.0 * sfactor, dist) ) ;
if (dist < 3000*sfactor){ noise_term = noise_term + 0.3 * (noise_5m -0.5) * (1.0 - smoothstep(1000.0 * sfactor, 3000.0 *sfactor, dist) );}
snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
}
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)
{
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);
}
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)
{
// first the second texture overlay
if (mix_flag == 1)
{
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);
}
// then the detail texture overlay
}
if (tquality_level > 3)
{
if (dist < 40000.0)
{
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 - 0.08 * (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);
}
}
}
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 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
//if (relPos.z + eye_alt +500.0 > snowlevel)
// {
// snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
//texel = mix(texel, snow_texel, texel_snow_fraction);
// texel = mix(texel, snow_texel, snow_texel.a* 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))
{
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 = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
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));
}
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;
// 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;
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;
}
}
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)
{
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 - effective_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 - effective_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)) );
}
intensity = length(hazeColor);
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
{
// high altitude desaturation of the haze color
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* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
// reduce haze intensity when looking at shaded surfaces, only in terminator region
float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
}
fragColor.rgb = mix(eqColorFactor * hazeColor * eShade , fragColor.rgb,transmission);
gl_FragColor = fragColor;
}
else // if dist < threshold no fogging at all
{
gl_FragColor = fragColor;
}
}

View file

@ -2,7 +2,8 @@
// Atmospheric scattering shader for flightgear
// Written by Lauri Peltonen (Zan)
// Implementation of O'Neil's algorithm
// Implementation of O'Neil's algorithm
// Ground haze layer added by Thorsten Renk
varying vec3 rayleigh;
varying vec3 mie;
@ -19,6 +20,7 @@ uniform float saturation;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
uniform float cloud_self_shading;
const float EarthRadius = 5800000.0;
@ -42,7 +44,9 @@ float rayleighPhase(in float cosTheta)
void main()
{
{
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
float cosTheta = dot(normalize(eye), gl_LightSource[0].position.xyz);
// position of the horizon line
@ -86,9 +90,9 @@ void main()
//color.y = 1.0 - exp(-1.3 * color.y);
//color.z = 1.0 - exp(-1.3 * color.z);
if (color.x > 0.58) color.x = 1.0 - exp(-1.5 * color.x);
if (color.y > 0.58) color.y = 1.0 - exp(-1.5 * color.y);
if (color.z > 0.58) color.z = 1.0 - exp(-1.5 * color.z);
if (color.r > 0.58) color.r = 1.0 - exp(-1.5 * color.r);
if (color.g > 0.58) color.g = 1.0 - exp(-1.5 * color.g);
if (color.b > 0.58) color.b = 1.0 - exp(-1.5 * color.b);
// reduce the whiteout near the horizon generated by the single scattering approximation
@ -151,7 +155,7 @@ float vis = min(visibility, avisibility);
//float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(avisibility, 1.5 * avisibility, -alt/costheta);
float eqColorFactor = 1.0 - 0.1 * delta_zv/vis - (1.0 -scattering);
float eqColorFactor = 1.0 - 0.1 * delta_zv/vis - (1.0 - min(scattering,cloud_self_shading));
// there's always residual intensity, we should never be driven to zero
@ -161,6 +165,7 @@ if (eqColorFactor < 0.2) eqColorFactor = 0.2;
// postprocessing of haze color
vec3 hColor = hazeColor;
// high altitude desaturation
float intensity = length(hColor);
hColor = intensity * normalize (mix(hColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
@ -176,14 +181,18 @@ hColor.y = 0.9 * hColor.y;
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
intensity = length(hColor);
hColor = intensity * normalize(mix(hColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,earthShade) ));
hColor = intensity * normalize(mix(hColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0 - smoothstep(0.3,0.8,eqColorFactor))));
vec3 oColor = hColor;
oColor = intensity * normalize(mix(oColor, shadedFogColor, (smoothstep(0.1,1.0,ovc))));
color = ovc * mix(color, oColor * earthShade ,smoothstep(-0.1+ctterrain, 0.0+ctterrain, ct)) + (1-ovc) * color;
hColor = intensity * normalize(mix(hColor, 1.5 * shadedFogColor, 1.0 -smoothstep(0.25, fade_out,earthShade) ));
hColor = intensity * normalize(mix(hColor, shadedFogColor, (1.0 - smoothstep(0.5,0.9,eqColorFactor))));
//hColor = intensity * normalize(mix(hColor, shadedFogColor, (1.0 - smoothstep(0.5,0.9,cloud_self_shading)) ));
hColor = hColor * earthShade;
// accounting for overcast and saturation
color = ovc * mix(color, hazeColor * earthShade ,smoothstep(-0.1+ctterrain, 0.0+ctterrain, ct)) + (1-ovc) * color;
color = sat * color + (1.0 - sat) * mix(color, black, smoothstep(0.4+cthorizon,0.2+cthorizon,ct));

View file

@ -4,8 +4,9 @@
// Ambient term comes in gl_Color.rgb.
varying vec4 diffuse_term;
varying vec3 normal;
//varying vec2 nvec;
varying vec3 relPos;
varying vec3 rawPos;
varying vec2 rawPos;
//varying vec3 ecViewdir;
@ -15,8 +16,8 @@ uniform sampler2D snow_texture;
uniform sampler2D detail_texture;
uniform sampler2D mix_texture;
varying float yprime_alt;
varying float mie_angle;
//varying float yprime_alt;
//varying float mie_angle;
varying float steepness;
@ -33,6 +34,8 @@ uniform float dust_cover_factor;
uniform float lichen_cover_factor;
uniform float wetness;
uniform float fogstructure;
uniform float snow_thickness_factor;
uniform float cloud_self_shading;
uniform int quality_level;
uniform int tquality_level;
@ -41,6 +44,8 @@ const float terminator_width = 200000.0;
float alt;
float eShade;
float yprime_alt;
float mie_angle;
@ -135,14 +140,23 @@ void main()
{
yprime_alt = diffuse_term.a;
diffuse_term.a = 1.0;
mie_angle = gl_Color.a;
float effective_scattering = min(scattering, cloud_self_shading);
// distance to fragment
float dist = length(relPos);
// angle of view vector with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
color.a = 1.0;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
//vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
@ -172,7 +186,7 @@ noise_5m = Noise2D(rawPos.xy ,5.0);
float noisegrad_10m;
float noisegrad_5m;
float noise_50m;
float noise_50m = Noise2D(rawPos.xy, 50.0);;
float noise_250m;
float noise_500m = Noise2D(rawPos.xy, 500.0);
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
@ -193,11 +207,29 @@ float noise_2000m = Noise2D(rawPos.xy, 2000.0);
vec2 stprime;
int flag = 1;
int mix_flag = 1;
float noise_term;
float snow_alpha;
if (quality_level > 3)
//float view_angle = abs(dot(normal, normalize(ecViewdir)));
if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel))
{
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) );
//snow_texel = texture2D(snow_texture, gl_TexCoord[0].st);
float sfactor;
snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_500m + 0.1* (1.0 - noise_10m) );
snow_texel.r = snow_texel.r * (0.9 + 0.05 * (noise_10m + noise_5m));
snow_texel.g = snow_texel.g * (0.9 + 0.05 * (noise_10m + noise_5m));
snow_texel.a = 1.0;
noise_term = 0.1 * (noise_500m-0.5);
sfactor = sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
noise_term = noise_term + 0.2 * (noise_50m -0.5) * (1.0 - smoothstep(18000.0*sfactor, 40000.0*sfactor, dist) ) ;
noise_term = noise_term + 0.3 * (noise_10m -0.5) * (1.0 - smoothstep(4000.0 * sfactor, 8000.0 * sfactor, dist) ) ;
if (dist < 3000*sfactor){ noise_term = noise_term + 0.3 * (noise_5m -0.5) * (1.0 - smoothstep(1000.0 * sfactor, 3000.0 *sfactor, dist) );}
snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
}
if (tquality_level > 2)
@ -253,7 +285,7 @@ if (tquality_level > 3)
{
if (flag == 1)
{
noise_50m = Noise2D(rawPos.xy, 50.0);
//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;
@ -268,7 +300,7 @@ if (tquality_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;
//float snow_alpha;
if (quality_level > 3)
{
@ -279,8 +311,12 @@ if (quality_level > 3)
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));
if (relPos.z + eye_alt +500.0 > snowlevel)
{
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
//texel = mix(texel, snow_texel, texel_snow_fraction);
texel = mix(texel, snow_texel, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
}
}
@ -311,7 +347,8 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
// 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 = (2.0 * gl_Color.a - 1.0) * normal;
n = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
n = normalize(n);
NdotL = dot(n, lightDir);
@ -360,8 +397,7 @@ 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
@ -424,7 +460,7 @@ 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);
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering);
}
else
@ -438,7 +474,7 @@ 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);
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
}
@ -463,41 +499,46 @@ eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + term
// 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)) );
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)) );
}
intensity = length(hazeColor);
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
{
// high altitude desaturation of the haze color
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* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
// reduce haze intensity when looking at shaded surfaces, only in terminator region
float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
}
// 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);
fragColor.rgb = mix(eqColorFactor * hazeColor * eShade , fragColor.rgb,transmission);
gl_FragColor = fragColor;

View file

@ -20,12 +20,13 @@
// bugs with gl_FrontFacing in the fragment shader.
varying vec4 diffuse_term;
varying vec3 normal;
//varying vec2 nvec;
varying vec3 relPos;
varying vec3 rawPos;
varying vec2 rawPos;
//varying vec3 ecViewdir;
//varying float earthShade;
varying float yprime_alt;
//varying float yprime_alt;
varying float mie_angle;
varying float steepness;
@ -39,8 +40,11 @@ uniform float visibility;
uniform float overcast;
uniform float ground_scattering;
uniform float eye_alt;
uniform float moonlight;
float earthShade;
float yprime_alt;
//float mie_angle;
// This is the value used in the skydome scattering shader - use the same here for consistency?
@ -63,6 +67,8 @@ void main()
vec4 light_diffuse;
vec4 light_ambient;
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
//float yprime_alt;
float yprime;
@ -71,7 +77,7 @@ void main()
float vertex_alt;
float scattering;
rawPos = gl_Vertex.xyz;
rawPos = gl_Vertex.xy;
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
@ -81,6 +87,7 @@ void main()
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
//nvec = (gl_NormalMatrix * gl_Normal).xy;
vec4 ambient_color, diffuse_color;
if (colorMode == MODE_DIFFUSE) {
diffuse_color = gl_Color;
@ -117,10 +124,9 @@ void main()
scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
// early culling of vertices which can't be seen due to ground haze despite being in aloft visibility range
float delta_z = hazeLayerAltitude - eye_alt;
//float delta_z = hazeLayerAltitude - eye_alt;
//if (((dist * (relPos.z - delta_z)/relPos.z > visibility ) && (relPos.z < 0.0) && (delta_z < 0.0) && (dist > 30000.0)))
if (0==1)
{
@ -171,13 +177,15 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse.a = 0.0;
light_diffuse.a = 1.0;
light_diffuse = light_diffuse * scattering;
light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5);
light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4);
//light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5);
//light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4);
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.a = 0.0;
light_ambient.g = light_ambient.r * 0.4/0.33; //light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.4);
light_ambient.b = light_ambient.r * 0.5/0.33; //light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.5);
light_ambient.a = 1.0;
@ -185,13 +193,12 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.5)
{
light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.xyz);
intensity = length(light_ambient.rgb);
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
intensity = length(light_diffuse.xyz);
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
intensity = length(light_diffuse.rgb);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}
@ -223,8 +230,8 @@ else // the faster, full-day version without lightfields
mie_angle = 1.0;
if (terminator > 3000000.0)
{light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0);
light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
{light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0);
light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); }
else
{
@ -232,12 +239,14 @@ else // the faster, full-day version without lightfields
light_diffuse.b = 0.78 + lightArg * 0.21;
light_diffuse.g = 0.907 + lightArg * 0.091;
light_diffuse.r = 0.904 + lightArg * 0.092;
light_diffuse.a = 0.0;
light_diffuse.a = 1.0;
light_ambient.b = 0.41 + lightArg * 0.08;
light_ambient.g = 0.333 + lightArg * 0.06;
//light_ambient.b = 0.41 + lightArg * 0.08;
//light_ambient.g = 0.333 + lightArg * 0.06;
light_ambient.r = 0.316 + lightArg * 0.016;
light_ambient.a = 0.0;
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
}
light_diffuse = light_diffuse * scattering;
@ -258,16 +267,19 @@ light_ambient = light_ambient * ((1.0+steepness)/2.0 * 1.2 + (1.0-steepness)/2.0
(gl_LightModel.ambient + light_ambient);
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (gl_FrontMaterial.diffuse.a < 1.0)
diffuse_term.a = gl_FrontMaterial.diffuse.a;
else
diffuse_term.a = gl_Color.a;
// if (gl_FrontMaterial.diffuse.a < 1.0)
// diffuse_term.a = gl_FrontMaterial.diffuse.a;
//else
// diffuse_term.a = gl_Color.a;
diffuse_term.a = yprime_alt;
// Another hack for supporting two-sided lighting without using
// gl_FrontFacing in the fragment shader.
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
gl_FrontColor.rgb = constant_term.rgb; //gl_FrontColor.a = 1.0;
gl_BackColor.rgb = constant_term.rgb; //gl_BackColor.a = 0.0;
gl_FrontColor.a = mie_angle;
gl_BackColor.a = mie_angle;
}
}

View file

@ -24,6 +24,7 @@ uniform float hazeLayerAltitude;
uniform float overcast;
//uniform float altitude;
uniform float eye_alt;
uniform float cloud_self_shading;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
@ -61,7 +62,7 @@ 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
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)
@ -81,6 +82,7 @@ else
void main()
{
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
@ -92,6 +94,7 @@ void main()
vec4 specular = vec4(0.0);
float intensity;
float effective_scattering = min(scattering, cloud_self_shading);
vec4 light_specular = gl_LightSource[0].specular;
@ -196,14 +199,14 @@ 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);
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_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);
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
}
@ -249,11 +252,11 @@ 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) ));
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
//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))));
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
// reduce haze intensity when looking at shaded surfaces, only in terminator region

View file

@ -22,15 +22,9 @@ varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
//varying float earthShade;
//varying float yprime;
//varying float vertex_alt;
varying float yprime_alt;
varying float mie_angle;
uniform int colorMode;
uniform float hazeLayerAltitude;
uniform float terminator;
@ -38,8 +32,8 @@ uniform float terrain_alt;
uniform float avisibility;
uniform float visibility;
uniform float overcast;
//uniform float scattering;
uniform float ground_scattering;
uniform float moonlight;
// This is the value used in the skydome scattering shader - use the same here for consistency?
@ -65,6 +59,9 @@ void main()
vec4 light_diffuse;
vec4 light_ambient;
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
//float yprime_alt;
float yprime;
@ -110,6 +107,7 @@ void main()
vertex_alt = max(gl_Vertex.z,100.0);
scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
// branch dependent on daytime
if (terminator < 1000000.0) // the full, sunrise and sunset computation
@ -148,13 +146,14 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse.a = 0.0;
light_diffuse.a = 1.0;
light_diffuse = light_diffuse * scattering;
light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5);
light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4);
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.a = 0.0;
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
@ -162,13 +161,14 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.5)
{
light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
//light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.xyz);
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
intensity = length(light_diffuse.xyz);
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}
@ -209,12 +209,12 @@ else // the faster, full-day version without lightfields
light_diffuse.b = 0.78 + lightArg * 0.21;
light_diffuse.g = 0.907 + lightArg * 0.091;
light_diffuse.r = 0.904 + lightArg * 0.092;
light_diffuse.a = 0.0;
light_diffuse.a = 1.0;
light_ambient.b = 0.41 + lightArg * 0.08;
light_ambient.g = 0.333 + lightArg * 0.06;
light_ambient.r = 0.316 + lightArg * 0.016;
light_ambient.a = 0.0;
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
}
light_diffuse = light_diffuse * scattering;
@ -237,5 +237,9 @@ else // the faster, full-day version without lightfields
// gl_FrontFacing in the fragment shader.
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
}

View file

@ -11,7 +11,7 @@ uniform sampler2D texture;
varying float yprime_alt;
varying float mie_angle;
//varying float mie_angle;
uniform float visibility;
@ -24,12 +24,15 @@ 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;
float alt;
float mie_angle;
float luminance(vec3 color)
{
@ -82,22 +85,29 @@ void main()
{
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
vec3 lightDir = gl_LightSource[0].position.xyz;
float intensity;
vec4 fragColor = gl_Color * texture2D(texture, gl_TexCoord[0].st);
mie_angle = gl_Color.a;
vec4 texel = texture2D(texture, gl_TexCoord[0].st);
if (quality_level > 3)
{
// mix dust
vec4 dust_color = vec4 (0.76, 0.71, 0.56, fragColor.a);
vec4 dust_color = vec4 (0.76, 0.71, 0.56, texel.a);
fragColor = mix(fragColor, dust_color, clamp(0.6 * dust_cover_factor ,0.0, 1.0) );
texel = mix(texel, dust_color, clamp(0.6 * dust_cover_factor ,0.0, 1.0) );
}
vec4 fragColor = vec4 (gl_Color.xyz,1.0) * texel;
// here comes the terrain haze model
@ -228,11 +238,11 @@ 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) ));
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
//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))));
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
// reduce haze intensity when looking at shaded surfaces, only in terminator region
@ -245,7 +255,7 @@ hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (
//fragColor.xyz = transmission * fragColor.xyz + (1.0-transmission) * eqColorFactor * hazeColor * earthShade;
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
fragColor.rgb = mix(eqColorFactor * hazeColor * eShade, fragColor.rgb,transmission);
gl_FragColor = fragColor;

View file

@ -26,7 +26,7 @@ varying vec3 relPos;
//varying float yprime;
//varying float vertex_alt;
varying float yprime_alt;
varying float mie_angle;
//varying float mie_angle;
uniform int colorMode;
uniform float hazeLayerAltitude;
@ -39,6 +39,7 @@ uniform float overcast;
uniform float ground_scattering;
float earthShade;
float mie_angle;
// This is the value used in the skydome scattering shader - use the same here for consistency?
const float EarthRadius = 5800000.0;
@ -61,7 +62,8 @@ void main()
vec4 light_diffuse;
vec4 light_ambient;
//float yprime_alt;
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
float yprime;
float lightArg;
float intensity;
@ -156,13 +158,15 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse.a = 0.0;
light_diffuse.a = 1.0;
light_diffuse = light_diffuse * scattering;
light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5);
light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4);
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.a = 0.0;
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
@ -170,13 +174,12 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.5)
{
light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.xyz);
//light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.rgb);
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
intensity = length(light_diffuse.xyz);
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
intensity = length(light_diffuse.rgb);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}
@ -208,8 +211,8 @@ else // the faster, full-day version without lightfields
mie_angle = 1.0;
if (terminator > 3000000.0)
{light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0);
light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
{light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0);
light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); }
else
{
@ -217,12 +220,12 @@ else // the faster, full-day version without lightfields
light_diffuse.b = 0.78 + lightArg * 0.21;
light_diffuse.g = 0.907 + lightArg * 0.091;
light_diffuse.r = 0.904 + lightArg * 0.092;
light_diffuse.a = 0.0;
light_diffuse.a = 1.0;
light_ambient.b = 0.41 + lightArg * 0.08;
light_ambient.g = 0.333 + lightArg * 0.06;
light_ambient.r = 0.316 + lightArg * 0.016;
light_ambient.a = 0.0;
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
}
light_diffuse = light_diffuse * scattering;
@ -235,6 +238,8 @@ else // the faster, full-day version without lightfields
vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n);
vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + light_ambient * gl_FrontMaterial.ambient;
gl_FrontColor = ambientColor + light_diffuse * vec4(diffuse, 1.0);
gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
//gl_FrontColor.a = 1.0; gl_BackColor.a = 1.0;

View file

@ -0,0 +1,12 @@
#version 120
uniform sampler2D baseTexture;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
if (base.a <= 0.01)
discard;
gl_FragColor = vec4 (1.0, 1.0, 1.0, 1.0);
}

View file

@ -14,7 +14,7 @@
#define BINARY_SEARCH_COUNT 10
#define BILINEAR_SMOOTH_FACTOR 2.0
varying vec3 rawpos;
varying vec2 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 VTangent;
@ -43,10 +43,11 @@ uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
uniform float eye_alt;
uniform float snowlevel;
uniform float mysnowlevel;
uniform float dust_cover_factor;
uniform float wetness;
uniform float fogstructure;
uniform float cloud_self_shading;
uniform vec3 night_color;
const float scale = 1.0;
@ -275,6 +276,8 @@ void main (void)
if ( quality_level >= 3.0 ) {
linear_search_steps = 20;
}
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
float effective_scattering = min(scattering, cloud_self_shading);
vec3 normal = normalize(VNormal);
vec3 tangent = normalize(VTangent);
//vec3 binormal = normalize(VBinormal);
@ -442,7 +445,7 @@ 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);
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering);
}
else
@ -456,7 +459,7 @@ 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);
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
}
@ -481,38 +484,50 @@ eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + term
// 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)) );
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)) );
}
intensity = length(hazeColor);
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
{
// Mie-like factor
if (lightArg < 10.0)
{
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
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* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
// reduce haze intensity when looking at shaded surfaces, only in terminator region
float shadow = mix( min(1.0 + dot(VNormal,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));
}
// 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(VNormal,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.xyz = mix(eqColorFactor * hazeColor * eShade, finalColor.xyz,transmission);

View file

@ -21,12 +21,9 @@
varying vec3 relPos;
varying vec3 rawPos;
varying vec2 rawPos;
varying vec3 VNormal;
//varying vec3 Normal;
varying vec3 VTangent;
//varying vec3 VBinormal;
varying vec4 ecPosition;
varying vec4 constantColor;
varying vec3 light_diffuse;
@ -34,7 +31,6 @@ varying vec3 light_diffuse;
varying float yprime_alt;
varying float mie_angle;
//varying float steepness;
uniform int colorMode;
@ -46,6 +42,7 @@ uniform float visibility;
uniform float overcast;
uniform float ground_scattering;
uniform float eye_alt;
uniform float moonlight;
attribute vec3 tangent;//, binormal;
@ -73,6 +70,8 @@ void main()
vec4 light_ambient;
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
//float yprime_alt;
float yprime;
@ -81,7 +80,7 @@ void main()
float vertex_alt;
float scattering;
rawPos = gl_Vertex.xyz;
rawPos = gl_Vertex.xy;
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
VNormal = normalize(gl_NormalMatrix * gl_Normal);
ecPosition = gl_ModelViewMatrix * gl_Vertex;
@ -173,7 +172,7 @@ 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;}
@ -187,24 +186,24 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
light_diffuse = light_diffuse * scattering;
light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5);
light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4);
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.a = 0.0;
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.5)
{
light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.xyz);
//light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.rgb);
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
light_ambient.rgb = intensity * normalize(mix(light_ambient.xyz, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
intensity = length(light_diffuse.xyz);
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}

View file

@ -4,31 +4,26 @@
// © 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_reflection;
uniform sampler2D water_dudvmap;
//uniform sampler2D water_reflection_grey;
uniform sampler2D sea_foam;
uniform sampler2D perlin_normalmap;
uniform sampler3D Noise;
uniform float saturation, Overcast, WindE, WindN;
//uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
uniform float osg_SimulationTime;
//uniform int Status;
varying vec4 waterTex1; //moving texcoords
varying vec4 waterTex2; //moving texcoords
varying vec4 waterTex4; //viewts
//varying vec4 ecPosition;
varying vec3 viewerdir;
varying vec3 lightdir;
//varying vec3 normal;
varying vec3 specular_light;
//varying vec3 specular_light;
varying vec3 relPos;
varying float earthShade;
@ -46,17 +41,23 @@ uniform float normalmap_dds;
uniform float hazeLayerAltitude;
uniform float terminator;
uniform float terrain_alt;
uniform float terrain_alt;
uniform float avisibility;
uniform float visibility;
uniform float overcast;
uniform float scattering;
uniform float ground_scattering;
uniform float cloud_self_shading;
uniform float eye_alt;
uniform float sea_r;
uniform float sea_g;
uniform float sea_b;
vec3 specular_light;
//uniform int wquality_level;
const float terminator_width = 200000.0;
const float EarthRadius = 5800000.0;
////fog "include" /////
@ -89,6 +90,9 @@ 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);
@ -115,7 +119,7 @@ void sumWaves(float angle, float dangle, float windScale, float factor, out floa
{
mat4 RotationMatrix;
float deriv;
vec4 P = waterTex1 * 1024.0;
vec4 P = waterTex1 * 1024;
rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
P *= RotationMatrix;
@ -174,9 +178,9 @@ if (eye_alt < 30000.0)
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));
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
}
else
else
{
return exp(- targ * targ - pow(targ,4.0));
}
@ -186,6 +190,10 @@ else
void main(void)
{
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
float effective_scattering = min(scattering, cloud_self_shading);
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);
@ -224,35 +232,36 @@ void main(void)
// 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;}
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)
{
float angle = 0.0;
angle = 0.0;
wave0.freq = WaveFreq ;
wave0.amp = WaveAmp;
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
angle -= 45.0;
angle -= 45;
wave1.freq = WaveFreq * 2.0 ;
wave1.amp = WaveAmp * 1.25;
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
wave1.dir = vec2(0.70710, -0.7071); //vec2(cos(radians(angle)), sin(radians(angle)));
angle += 30.0;
angle += 30;
wave2.freq = WaveFreq * 3.5;
wave2.amp = WaveAmp * 0.75;
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
wave2.dir = vec2(0.96592, -0.2588);// vec2(cos(radians(angle)), sin(radians(angle)));
angle -= 50.0;
angle -= 50;
wave3.freq = WaveFreq * 3.0 ;
wave3.amp = WaveAmp * 0.75;
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
wave3.dir = vec2(0.42261, -0.9063); //vec2(cos(radians(angle)), sin(radians(angle)));
// sum waves
@ -268,28 +277,29 @@ void main(void)
wave0.freq = WaveFreq ;
wave0.amp = waveamp;
wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
angle -= 20.0;
angle -= 20;
wave1.freq = WaveFreq * 2.0 ;
wave1.amp = waveamp * 1.25;
wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
wave1.dir = vec2(0.93969, -0.34202);// vec2(cos(radians(angle)), sin(radians(angle)));
angle += 35.0;
angle += 35;
wave2.freq = WaveFreq * 3.5;
wave2.amp = waveamp * 0.75;
wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
wave2.dir = vec2(0.965925, 0.25881); //vec2(cos(radians(angle)), sin(radians(angle)));
angle -= 45.0;
angle -= 45;
wave3.freq = WaveFreq * 3.0 ;
wave3.amp = waveamp * 0.75;
wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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
@ -300,9 +310,9 @@ void main(void)
vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
vec4 vNorm;
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;
@ -318,31 +328,33 @@ void main(void)
vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
if (detail_flag == 1) {vNorm.r += ddx + ddx1 + ddx2 + ddx3;}
if (normalmap_dds > 0)
vNorm = -vNorm; //dds fix
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;
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(0.3, 0.7, ground_scattering));
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), smoothstep(0.1, 0.8, overcast));
refl.rgb = mix(refl.rgb, intensity * vec3 (1.0, 1.0, 1.0), 0.5 * smoothstep(0.1, 0.9, overcast));
vec3 N;
if (detail_flag == 1)
{
vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0);
vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0);
@ -350,6 +362,8 @@ void main(void)
N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
@ -357,6 +371,7 @@ void main(void)
rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0);
N0 *= windEffect_low;
N1 *= windEffect_low;
@ -366,17 +381,16 @@ void main(void)
N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
if (normalmap_dds > 0)
N = -N; //dds fix
}
else
{N = vec3 (0.0, 0.0, 1.0);}
//float lightArg = (terminator-yprime_alt)/100000.0;
if (normalmap_dds > 0)
{N = -N;} //dds fix
specular_light = gl_Color.rgb;
vec3 specular_color = vec3(specular_light)
* pow(max(0.0, dot(N, Hv)), water_shininess) * 6.0;
vec4 specular = vec4(specular_color, 0.5);
@ -391,20 +405,15 @@ void main(void)
vec4 ambient_light;
ambient_light.rgb = specular_light.rgb;
//intensity = length(specular_light.rgb);
ambient_light.rgb = max(specular_light.rgb, vec3(0.1, 0.1, 0.1));
//ambient_light.rgb = max(intensity * normalize(vec3 (0.33, 0.4, 0.5)), vec3 (0.1,0.1,0.1));
ambient_light.a = 1.0;
vec4 finalColor;
//if(cover >= 1.5)
//if (ground_scattering > 0.4)
// {
// finalColor = refl + specular;
// } else {
// finalColor = refl;
// }
finalColor = refl + specular * smoothstep(0.3, 0.6, ground_scattering);
@ -423,7 +432,7 @@ void main(void)
finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g));
}
}
finalColor *= ambient_light;
@ -457,10 +466,9 @@ float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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;
//lambda = visibility;
vAltitude = min(distance_in_layer,min(visibility,avisibility)) * ct;
delta_zv = delta_z - vAltitude;
}
@ -469,28 +477,27 @@ if (delta_z > 0.0) // we're inside the layer
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;
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;
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
@ -506,14 +513,14 @@ 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);
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
}
else
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);
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
}
@ -526,7 +533,6 @@ 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);
@ -536,42 +542,42 @@ float eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width
// Mie-like factor
if (lightArg < 5.0)
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)) );
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) ));
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
{
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, eye_alt)));
// 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))));
// blue hue of haze
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
// reduce haze intensity when looking at shaded surfaces, only in terminator region
// 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* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
//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));
// change haze color to blue hue for strong fogging
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
}
finalColor.rgb = mix(eqColorFactor * hazeColor * eShade, finalColor.rgb,transmission);
}
gl_FragColor = finalColor;
gl_FragColor = finalColor;
}

View file

@ -10,13 +10,12 @@
varying vec4 waterTex1;
varying vec4 waterTex2;
varying vec4 waterTex4;
//varying vec4 ecPosition;
varying vec3 relPos;
varying vec3 specular_light;
varying vec3 viewerdir;
varying vec3 lightdir;
//varying vec3 normal;
varying float earthShade;
varying float yprime_alt;
@ -24,7 +23,6 @@ varying float mie_angle;
uniform float osg_SimulationTime;
uniform float WindE, WindN;
uniform float hazeLayerAltitude;
uniform float terminator;
uniform float terrain_alt;
@ -33,6 +31,9 @@ uniform float visibility;
uniform float overcast;
uniform float ground_scattering;
vec3 specular_light;
// This is the value used in the skydome scattering shader - use the same here for consistency?
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
@ -68,8 +69,9 @@ void main(void)
{
mat4 RotationMatrix;
// vec3 N = normalize(gl_Normal);
// normal = N;
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
@ -157,18 +159,19 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
specular_light.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
specular_light.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
specular_light = specular_light * scattering;
specular_light = max(specular_light * scattering, vec3 (0.05, 0.05, 0.05));
// correct ambient light intensity and hue before sunrise
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, 0.7,earthShade) ));
}
specular_light.rgb = intensity * normalize(mix(specular_light.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.6,ground_scattering) ));
// correct ambient light intensity and hue before sunrise - seems unnecessary and create artefacts though...
//if (earthShade < 0.5)
//{
//specular_light.rgb = intensity * normalize(mix(specular_light.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
//}
// directional scattering for low sun
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
{mie_angle = 1.0;}
@ -221,6 +224,8 @@ else // the faster, full-day version without lightfields
}
gl_FrontColor.rgb = specular_light;
gl_BackColor.rgb = gl_FrontColor.rgb;
}

View file

@ -23,7 +23,7 @@ varying vec4 waterTex2; //moving texcoords
varying vec4 waterTex4; //viewts
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 specular_light;
//varying vec3 specular_light;
varying vec3 relPos;
varying float earthShade;
@ -47,13 +47,14 @@ uniform float visibility;
uniform float overcast;
uniform float scattering;
uniform float ground_scattering;
uniform float cloud_self_shading;
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;
vec3 specular_light;
//uniform int wquality_level;
@ -190,10 +191,8 @@ void main(void)
{
if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x < zlimit2))
{discard;}
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
float effective_scattering = min(scattering, cloud_self_shading);
float dist = length(relPos);
const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
@ -259,10 +258,10 @@ if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x <
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)));
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
@ -276,7 +275,7 @@ if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x <
/*
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)));
@ -295,13 +294,13 @@ if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x <
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);
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);
ddx3 = 0.0, ddy3 = 0.0;
sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
*/
}
// end sine stuff
@ -319,21 +318,20 @@ if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x <
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;
//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 (detail_flag == 1) {vNorm.r += ddx + ddx1 + ddx2 + ddx3;}
if (normalmap_dds > 0)
{vNorm = -vNorm;} //dds fix
//load reflection
@ -348,7 +346,7 @@ if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x <
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));
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);
@ -356,22 +354,43 @@ if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x <
vec3 N;
vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0);
vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0);
N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
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 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0);
N0 *= windEffect_low;
N1 *= windEffect_low;
N0.r += (ddx + ddx1);
N0.g += (ddy + ddy1);
N0.r += (ddx + ddx1 + ddx2 + ddx3);
N0.g += (ddy + ddy1 + ddy2 + ddy3);
N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
if (normalmap_dds > 0)
if (normalmap_dds > 0)
{N = -N;} //dds fix
specular_light = gl_Color.rgb;
vec3 specular_color = vec3(specular_light)
* pow(max(0.0, dot(N, Hv)), water_shininess) * 6.0;
@ -387,8 +406,9 @@ if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x <
vec4 ambient_light;
//intensity = length(specular_light.rgb);
ambient_light.rgb = max(specular_light.rgb, vec3(0.1, 0.1, 0.1));
//ambient_light.rgb = max(intensity * normalize(vec3 (0.33, 0.4, 0.5)), vec3 (0.1,0.1,0.1));
ambient_light.a = 1.0;
@ -402,7 +422,7 @@ if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x <
if (dist < 10000.0)
{
float foamSlope = 0.12 + 0.1 * windScale;
float foamSlope = 0.10 + 0.1 * windScale;
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
@ -450,7 +470,6 @@ 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;
}
@ -459,7 +478,6 @@ if (delta_z > 0.0) // we're inside the layer
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;
}
@ -496,14 +514,14 @@ 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);
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_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);
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
}
@ -516,7 +534,6 @@ 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);
@ -535,33 +552,33 @@ if (lightArg < 10.0)
// 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) ));
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
{
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, eye_alt)));
// 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))));
// blue hue of haze
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
// reduce haze intensity when looking at shaded surfaces, only in terminator region
// 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* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
//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));
// change haze color to blue hue for strong fogging
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
}
finalColor.rgb = mix(eqColorFactor * hazeColor * eShade, finalColor.rgb,transmission);
}
gl_FragColor = finalColor;
gl_FragColor = finalColor;
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 289 KiB

After

Width:  |  Height:  |  Size: 244 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 19 KiB

After

Width:  |  Height:  |  Size: 15 KiB

View file

@ -146,25 +146,61 @@
<property>/environment/snow-level-m</property>
</text>
<text>
<label>Dust cover</label>
<text>
<label>Snow thickness</label>
<halign>left</halign>
<row>3</row>
<col>0</col>
</text>
<text>
<label>none</label>
<label>thin</label>
<halign>right</halign>
<row>3</row>
<col>1</col>
</text>
<slider>
<name>dust-level</name>
<name>snow-thickness</name>
<row>3</row>
<col>2</col>
<min>0.0</min>
<max>0.6</max>
<live>true</live>
<property>/environment/surface/snow-thickness-factor</property>
<binding>
<command>dialog-apply</command>
<object-name>snow-thickness</object-name>
</binding>
</slider>
<text>
<label>thick</label>
<halign>left</halign>
<row>3</row>
<col>3</col>
</text>
<text>
<label>Dust cover</label>
<halign>left</halign>
<row>4</row>
<col>0</col>
</text>
<text>
<label>none</label>
<halign>right</halign>
<row>4</row>
<col>1</col>
</text>
<slider>
<name>dust-level</name>
<row>4</row>
<col>2</col>
<min>0.0</min>
<max>0.7</max>
<live>true</live>
<property>/environment/surface/dust-cover-factor</property>
@ -177,27 +213,27 @@
<text>
<label>dusty</label>
<halign>left</halign>
<row>3</row>
<row>4</row>
<col>3</col>
</text>
<text>
<label>Wetness</label>
<halign>left</halign>
<row>4</row>
<row>5</row>
<col>0</col>
</text>
<text>
<label>dry</label>
<halign>right</halign>
<row>4</row>
<row>5</row>
<col>1</col>
</text>
<slider>
<name>wetness</name>
<row>4</row>
<row>5</row>
<col>2</col>
<min>0.0</min>
<max>0.7</max>
@ -212,7 +248,7 @@
<text>
<label>wet</label>
<halign>left</halign>
<row>4</row>
<row>5</row>
<col>3</col>
</text>
@ -220,20 +256,20 @@
<text>
<label>Vegetation</label>
<halign>left</halign>
<row>5</row>
<row>6</row>
<col>0</col>
</text>
<text>
<label>none</label>
<halign>right</halign>
<row>5</row>
<row>6</row>
<col>1</col>
</text>
<slider>
<name>lichen-level</name>
<row>5</row>
<row>6</row>
<col>2</col>
<min>0.0</min>
<max>0.7</max>
@ -248,7 +284,7 @@
<text>
<label>mossy</label>
<halign>left</halign>
<row>5</row>
<row>6</row>
<col>3</col>
</text>