From 4817183507f11aaa72a733bb6bd09fa259132b76 Mon Sep 17 00:00:00 2001 From: Thorsten Renk Date: Tue, 16 Apr 2013 12:48:54 +0300 Subject: [PATCH] Isotropic lighting for trees in Atmospheric Light Scattering --- Shaders/tree-haze.vert | 33 +++++++++++++++++---------------- 1 file changed, 17 insertions(+), 16 deletions(-) diff --git a/Shaders/tree-haze.vert b/Shaders/tree-haze.vert index df812d1a2..feea2ba53 100644 --- a/Shaders/tree-haze.vert +++ b/Shaders/tree-haze.vert @@ -59,7 +59,7 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); void main() { - vec4 light_diffuse; + //vec4 light_diffuse; vec4 light_ambient; vec3 shadedFogColor = vec3(0.65, 0.67, 0.78); @@ -155,11 +155,11 @@ 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 = 1.0; - light_diffuse = light_diffuse * scattering; + //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 = 1.0; + //light_diffuse = light_diffuse * scattering; light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33); light_ambient.g = light_ambient.r * 0.4/0.33; @@ -178,8 +178,8 @@ if (earthShade < 0.5) intensity = length(light_ambient.rgb); light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) )); - intensity = length(light_diffuse.rgb); - light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 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) )); } @@ -211,16 +211,16 @@ 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, 1.0); + {//light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0); light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); } else { lightArg = (terminator/100000.0 - 10.0)/20.0; - 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 = 1.0; + //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 = 1.0; light_ambient.r = 0.316 + lightArg * 0.016; light_ambient.g = light_ambient.r * 0.4/0.33; @@ -228,16 +228,17 @@ else // the faster, full-day version without lightfields light_ambient.a = 1.0; } - light_diffuse = light_diffuse * scattering; + //light_diffuse = light_diffuse * scattering; yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude); } + light_ambient.rgb = light_ambient.rgb * (1.0 + smoothstep(1000000.0, 3000000.0,terminator)); // tree shader lighting - vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n); + //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 = 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;