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Deeper shadows and fog/snow continuity across terrain tiles for highest quality level terrain shader of Atmospheric Light Scattering

This commit is contained in:
Thorsten Renk 2013-04-15 14:00:22 +03:00
parent f9da4387e6
commit 402d75a602
2 changed files with 62 additions and 29 deletions

View file

@ -4,12 +4,11 @@
// Ambient term comes in gl_Color.rgb.
varying vec4 diffuse_term;
varying vec3 normal;
//varying vec2 nvec;
varying vec3 relPos;
varying vec2 rawPos;
//varying vec2 worldPos;
varying vec3 worldPos;
varying vec3 ecViewdir;
varying vec3 ecNormal;
uniform sampler2D texture;
@ -20,7 +19,7 @@ uniform sampler2D mix_texture;
uniform sampler2D grain_texture;
uniform sampler2D dot_texture;
uniform sampler2D gradient_texture;
//uniform sampler2D foam_texture;
//varying float yprime_alt;
@ -71,6 +70,10 @@ float rand2D(in vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float rand3D(in vec3 co){
return fract(sin(dot(co.xyz ,vec3(12.9898,78.233,144.7272))) * 43758.5453);
}
float cosine_interpolate(in float a, in float b, in float x)
{
float ft = x * 3.1415927;
@ -103,6 +106,39 @@ float interpolatedNoise2D(in float x, in float y)
return simple_interpolate(i1 , i2 , fractional_y);
}
float interpolatedNoise3D(in float x, in float y, in float z)
{
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 integer_z = z - fract(z);
float fractional_z = z - integer_z;
float v1 = rand3D(vec3(integer_x, integer_y, integer_z));
float v2 = rand3D(vec3(integer_x+1.0, integer_y, integer_z));
float v3 = rand3D(vec3(integer_x, integer_y+1.0, integer_z));
float v4 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z));
float v5 = rand3D(vec3(integer_x, integer_y, integer_z+1.0));
float v6 = rand3D(vec3(integer_x+1.0, integer_y, integer_z+1.0));
float v7 = rand3D(vec3(integer_x, integer_y+1.0, integer_z+1.0));
float v8 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z+1.0));
float i1 = simple_interpolate(v1,v5, fractional_z);
float i2 = simple_interpolate(v2,v6, fractional_z);
float i3 = simple_interpolate(v3,v7, fractional_z);
float i4 = simple_interpolate(v4,v8, fractional_z);
float ii1 = simple_interpolate(i1,i2,fractional_x);
float ii2 = simple_interpolate(i3,i4,fractional_x);
return simple_interpolate(ii1 , ii2 , fractional_y);
}
float Noise2D(in vec2 coord, in float wavelength)
@ -111,6 +147,11 @@ return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
}
float Noise3D(in vec3 coord, in float wavelength)
{
return interpolatedNoise3D(coord.x/wavelength, coord.y/wavelength, coord.z/wavelength);
}
float dotNoise2D(in float x, in float y, in float fractionalMaxDotSize)
{
float integer_x = x - fract(x);
@ -259,10 +300,10 @@ float noise_25m = Noise2D(rawPos.xy, 25.0);
float noise_50m = Noise2D(rawPos.xy, 50.0);
float noise_250m = Noise2D(rawPos.xy,250.0);
float noise_500m = Noise2D(rawPos.xy, 500.0);
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
float noise_2000m = Noise2D(rawPos.xy, 2000.0);
float noise_250m = Noise3D(worldPos.xyz,250.0);
float noise_500m = Noise3D(worldPos.xyz, 500.0);
float noise_1500m = Noise3D(worldPos.xyz, 1500.0);
float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
// dot noise

View file

@ -20,14 +20,12 @@
// bugs with gl_FrontFacing in the fragment shader.
varying vec4 diffuse_term;
varying vec3 normal;
//varying vec2 nvec;
varying vec3 relPos;
varying vec2 rawPos;
//varying vec2 worldPos;
varying vec3 worldPos;
varying vec3 ecViewdir;
//varying float earthShade;
//varying float yprime_alt;
varying float mie_angle;
varying float steepness;
varying float grad_dir;
@ -42,15 +40,13 @@ uniform float visibility;
uniform float overcast;
uniform float ground_scattering;
uniform float eye_alt;
//uniform float eye_lat;
//uniform float eye_lon;
uniform float moonlight;
uniform mat4 osg_ViewMatrixInverse;
float earthShade;
float yprime_alt;
//float mie_angle;
// This is the value used in the skydome scattering shader - use the same here for consistency?
@ -84,21 +80,12 @@ void main()
float vertex_alt;
float scattering;
rawPos = gl_Vertex.xy;
rawPos = gl_Vertex.xy;
worldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
// try making a continuous coordinate system
//vec4 worldPos3D = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex);
//rawPos = worldPos3d.yz;
//float x1 = sin(eye_lon) * worldPos3D.y + cos(eye_lon) * worldPos3D.z;
//float y1 = cos(eye_lon) * worldPos3D.y - sin(eye_lon) * worldPos3D.z;
//y1 = cos(eye_lat) * y1 + sin(eye_lat) * worldPos3D.x;
//worldPos = vec2 (x1, y1);
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
grad_dir = dot(normalize(gl_Normal.xy), vec2 (1.0, 0.0));
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
grad_dir = dot(normalize(gl_Normal.xy), vec2 (1.0, 0.0));
// this code is copied from default.vert
@ -277,7 +264,12 @@ else // the faster, full-day version without lightfields
light_ambient = light_ambient * ((1.0+steepness)/2.0 * 1.2 + (1.0-steepness)/2.0 * 0.2);
//light_ambient.rgb = 0.1 * light_ambient.rgb;
// deeper shadows when there is lots of direct light
float shade_depth = 1.0 * smoothstep (0.6,0.95,ground_scattering) * (1.0-smoothstep(0.1,0.5,overcast)) * smoothstep(0.4,1.5,earthShade);
light_ambient.rgb = light_ambient.rgb * (1.0 - shade_depth);
light_diffuse.rgb = light_diffuse.rgb * (1.0 + 1.2 * shade_depth);
// default lighting based on texture and material using the light we have just computed