ALS HUD effect approximating the appearance of light projected on the combiner
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519
Effects/hud.eff
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519
Effects/hud.eff
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<PropertyList>
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<name>Effects/hud</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n="1">
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<image>Aircraft/Generic/Effects/window_frost.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- placeholder for the function texture used for fogging, wiper area,...-->
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<texture n="2">
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<image>Aircraft/Generic/Effects/hud-glass.rgb</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- texture for reflections in the glass -->
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<texture n="3">
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<!-- placeholder lightmap texture for reflections in the glass -->
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<texture n="4">
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<glass-tint type="vec4d" n="0"> 0.95 1.0 0.95 1.0</glass-tint>
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<overlay-color type="vec3d" n="0"> 0.8 1.0 0.9</overlay-color>
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<splash-x><use>/environment/aircraft-effects/splash-vector-x</use></splash-x>
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<splash-y><use>/environment/aircraft-effects/splash-vector-y</use></splash-y>
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<splash-z><use>/environment/aircraft-effects/splash-vector-z</use></splash-z>
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<rnorm><use>/environment/rain-norm</use></rnorm>
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<gsnorm><use>/environment/aircraft-effects/ground-splash-norm</use></gsnorm>
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<frost-level><use>/environment/aircraft-effects/frost-level</use></frost-level>
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<surface-mapping-scheme type="int">0</surface-mapping-scheme>
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<fog-level><use>/environment/aircraft-effects/fog-level</use></fog-level>
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<use-wipers><use>/environment/aircraft-effects/use-wipers</use></use-wipers>
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<use-overlay>1</use-overlay>
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<overlay-alpha type="float">0.35</overlay-alpha>
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<overlay-glare type="float">0.4</overlay-glare>
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<use-reflection type="int">0</use-reflection>
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<reflection-strength type="float">1.0</reflection-strength>
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<use-mask type="int">1</use-mask>
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<use-reflection-lightmap type="int">0</use-reflection-lightmap>
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<lightmap-multi type="int">0</lightmap-multi>
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<lightmap-factor type="float" n="0">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="1">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="2">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="3">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
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<sample-res>0.0006</sample-res>
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<sample-far>2.5</sample-far>
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<brightness>1.0</brightness>
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</parameters>
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<technique n="4">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<depth>
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<write-mask type="bool">false</write-mask>
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</depth>
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<material>
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<active><use>material/active</use></active>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode><use>material/color-mode</use></color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<render-bin>
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<bin-number>111</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format> <use>texture[0]/internal-format</use> </internal-format>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type><use>texture[1]/type</use></type>
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<image><use>texture[1]/image</use></image>
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<filter><use>texture[1]/filter</use></filter>
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<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
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<internal-format><use>texture[1]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type><use>texture[2]/type</use></type>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format><use>texture[2]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type><use>texture[3]/type</use></type>
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<images><use>texture[3]/images</use></images>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type><use>texture[4]/type</use></type>
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<images><use>texture[4]/images</use></images>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/hud-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/hud-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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</program>
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<uniform>
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<name>tint</name>
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<type>float-vec4</type>
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<value><use>glass-tint</use></value>
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</uniform>
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<uniform>
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<name>overlay_color</name>
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<type>float-vec3</type>
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<value><use>overlay-color</use></value>
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</uniform>
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<uniform>
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<name>lightmap_r_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[0]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_r_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[0]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_g_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[1]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_g_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[1]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_b_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[2]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_b_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[2]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_a_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[3]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_a_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[3]</use></value>
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</uniform>
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<uniform>
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<name>splash_x</name>
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<type>float</type>
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<value><use>splash-x</use></value>
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</uniform>
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<uniform>
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<name>splash_y</name>
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<type>float</type>
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<value><use>splash-y</use></value>
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</uniform>
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<uniform>
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<name>splash_z</name>
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<type>float</type>
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<value><use>splash-z</use></value>
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</uniform>
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<uniform>
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<name>rain_norm</name>
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<type>float</type>
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<value><use>rnorm</use></value>
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</uniform>
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<uniform>
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<name>ground_splash_norm</name>
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<type>float</type>
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<value><use>gsnorm</use></value>
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</uniform>
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<uniform>
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<name>frost_level</name>
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<type>float</type>
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<value><use>frost-level</use></value>
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</uniform>
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<uniform>
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<name>fog_level</name>
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<type>float</type>
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<value><use>fog-level</use></value>
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</uniform>
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<uniform>
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<name>sample_res</name>
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<type>float</type>
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<value><use>sample-res</use></value>
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</uniform>
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<uniform>
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<name>sample_far</name>
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<type>float</type>
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<value><use>sample-far</use></value>
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</uniform>
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<uniform>
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<name>brightness</name>
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<type>float</type>
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<value><use>brightness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value><use>ground_scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</use></value>
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</uniform>
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<uniform>
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<name>reflection_strength</name>
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<type>float</type>
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<value><use>reflection-strength</use></value>
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</uniform>
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<uniform>
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<name>overlay_alpha</name>
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<type>float</type>
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<value><use>overlay-alpha</use></value>
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</uniform>
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<uniform>
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<name>overlay_glare</name>
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<type>float</type>
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<value><use>overlay-glare</use></value>
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</uniform>
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<!-- filtering -->
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value><use>gamma</use></value>
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</uniform>
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||||
<uniform>
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||||
<name>brightness</name>
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||||
<type>float</type>
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<value><use>brightness</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>use_filtering</name>
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<type>bool</type>
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||||
<value><use>use_filtering</use></value>
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||||
</uniform>
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||||
<uniform>
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<name>use_night_vision</name>
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<type>bool</type>
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||||
<value><use>use_night_vision</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>use_IR_vision</name>
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||||
<type>bool</type>
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||||
<value><use>use_IR_vision</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>delta_T</name>
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||||
<type>float</type>
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||||
<value><use>delta_T</use></value>
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||||
</uniform>
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||||
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||||
<uniform>
|
||||
<name>texture</name>
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||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>frost_texture</name>
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||||
<type>sampler-2d</type>
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||||
<value type="int">1</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>func_texture</name>
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||||
<type>sampler-2d</type>
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||||
<value type="int">2</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>cube_texture</name>
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||||
<type>sampler-cube</type>
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||||
<value type="int">3</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>cube_light_texture</name>
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||||
<type>sampler-cube</type>
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||||
<value type="int">4</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>use_reflection</name>
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||||
<type>int</type>
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||||
<value><use>use-reflection</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>use_mask</name>
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||||
<type>int</type>
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||||
<value><use>use-mask</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>use_wipers</name>
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||||
<type>int</type>
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||||
<value><use>use-wipers</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>use_overlay</name>
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||||
<type>int</type>
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||||
<value><use>use-overlay</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>use_reflection_lightmap</name>
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||||
<type>int</type>
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||||
<value><use>use-reflection-lightmap</use></value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>lightmap_multi</name>
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||||
<type>int</type>
|
||||
<value><use>lightmap-multi</use></value>
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||||
</uniform>
|
||||
<uniform>
|
||||
<name>adaptive_mapping</name>
|
||||
<type>int</type>
|
||||
<value><use>surface-mapping-scheme</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorMode</name>
|
||||
<type>int</type>
|
||||
<value><use>material/color-mode-uniform</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<!-- fall back to a fixed pipeline technique equivalent to model-transparent otherwise -->
|
||||
<!-- Rembrandt technique of model-default comes at 10, so we insert before that -->
|
||||
|
||||
<technique n="9">
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<depth>
|
||||
<write-mask type="bool">false</write-mask>
|
||||
</depth>
|
||||
<material>
|
||||
<active>
|
||||
<use>material/active</use>
|
||||
</active>
|
||||
<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>
|
||||
<use>material/color-mode</use>
|
||||
</color-mode>
|
||||
</material>
|
||||
<blend>
|
||||
<active>
|
||||
<use>blend/active</use>
|
||||
</active>
|
||||
<source>
|
||||
<use>blend/source</use>
|
||||
</source>
|
||||
<destination>
|
||||
<use>blend/destination</use>
|
||||
</destination>
|
||||
</blend>
|
||||
<shade-model>
|
||||
<use>shade-model</use>
|
||||
</shade-model>
|
||||
<cull-face>
|
||||
<use>cull-face</use>
|
||||
</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>111</bin-number>
|
||||
<bin-name>DepthSortedBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<active>
|
||||
<use>texture[0]/active</use>
|
||||
</active>
|
||||
<type>
|
||||
<use>texture[0]/type</use>
|
||||
</type>
|
||||
<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>
|
||||
|
||||
<environment>
|
||||
<mode>modulate</mode>
|
||||
</environment>
|
||||
</texture-unit>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
</PropertyList>
|
289
Shaders/hud-ALS.frag
Normal file
289
Shaders/hud-ALS.frag
Normal file
|
@ -0,0 +1,289 @@
|
|||
// -*-C++-*-
|
||||
#version 120
|
||||
|
||||
varying vec2 rawPos;
|
||||
varying vec2 nPos;
|
||||
varying vec3 vertPos;
|
||||
varying vec3 normal;
|
||||
varying vec3 refl_vec;
|
||||
varying vec3 light_diffuse;
|
||||
varying float splash_angle;
|
||||
varying float Mie;
|
||||
varying float ambient_fraction;
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D frost_texture;
|
||||
uniform sampler2D func_texture;
|
||||
uniform samplerCube cube_texture;
|
||||
uniform samplerCube cube_light_texture;
|
||||
|
||||
uniform vec4 tint;
|
||||
uniform vec3 overlay_color;
|
||||
|
||||
|
||||
uniform float rain_norm;
|
||||
uniform float ground_splash_norm;
|
||||
uniform float frost_level;
|
||||
uniform float fog_level;
|
||||
uniform float reflection_strength;
|
||||
uniform float overlay_alpha;
|
||||
uniform float overlay_glare;
|
||||
uniform float splash_x;
|
||||
uniform float splash_y;
|
||||
uniform float splash_z;
|
||||
uniform float lightmap_r_factor;
|
||||
uniform float lightmap_g_factor;
|
||||
uniform float lightmap_b_factor;
|
||||
uniform float lightmap_a_factor;
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
uniform float sample_res;
|
||||
uniform float sample_far;
|
||||
uniform float brightness;
|
||||
|
||||
uniform int use_reflection;
|
||||
uniform int use_reflection_lightmap;
|
||||
uniform int use_mask;
|
||||
uniform int use_wipers;
|
||||
uniform int use_overlay;
|
||||
uniform int adaptive_mapping;
|
||||
uniform int lightmap_multi;
|
||||
|
||||
uniform vec3 lightmap_r_color;
|
||||
uniform vec3 lightmap_g_color;
|
||||
uniform vec3 lightmap_b_color;
|
||||
uniform vec3 lightmap_a_color;
|
||||
|
||||
float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
|
||||
float DropletNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
|
||||
float Noise2D(in vec2 coord, in float wavelength);
|
||||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec4 texel;
|
||||
|
||||
|
||||
|
||||
vec4 frost_texel;
|
||||
vec4 func_texel;
|
||||
|
||||
|
||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
|
||||
texel+= texture2D(texture, vec2 (gl_TexCoord[0].s + sample_res, gl_TexCoord[0].t));
|
||||
texel+= texture2D(texture, vec2 (gl_TexCoord[0].s - sample_res, gl_TexCoord[0].t));
|
||||
texel+= texture2D(texture, vec2 (gl_TexCoord[0].s, gl_TexCoord[0].t + sample_res));
|
||||
texel+= texture2D(texture, vec2 (gl_TexCoord[0].s, gl_TexCoord[0].t - sample_res));
|
||||
|
||||
texel+= 0.75* texture2D(texture, vec2 (gl_TexCoord[0].s + sample_far * sample_res, gl_TexCoord[0].t+ sample_far * sample_res));
|
||||
texel+= 0.75* texture2D(texture, vec2 (gl_TexCoord[0].s - sample_far * sample_res, gl_TexCoord[0].t+ sample_far * sample_res));
|
||||
texel+= 0.75* texture2D(texture, vec2 (gl_TexCoord[0].s + sample_far * sample_res, gl_TexCoord[0].t- sample_far * sample_res));
|
||||
texel+= 0.75* texture2D(texture, vec2 (gl_TexCoord[0].s - sample_far * sample_res, gl_TexCoord[0].t- sample_far * sample_res));
|
||||
|
||||
texel+= 0.5 * texture2D(texture, vec2 (gl_TexCoord[0].s + 2.0 * sample_far * sample_res, gl_TexCoord[0].t - sample_res));
|
||||
texel+= 0.5 * texture2D(texture, vec2 (gl_TexCoord[0].s - 2.0 * sample_far * sample_res, gl_TexCoord[0].t + sample_res));
|
||||
texel+= 0.5 * texture2D(texture, vec2 (gl_TexCoord[0].s - sample_res, gl_TexCoord[0].t + 2.0 * sample_far * sample_res));
|
||||
texel+= 0.5 * texture2D(texture, vec2 (gl_TexCoord[0].s + sample_res, gl_TexCoord[0].t - 2.0 * sample_far * sample_res));
|
||||
|
||||
texel/=10.0;
|
||||
|
||||
float threshold_high = max(brightness, 0.05) * 0.7;
|
||||
float threshold_low = max(brightness, 0.05) * 0.4;
|
||||
float threshold_mid = max(brightness, 0.05) * 0.5;
|
||||
|
||||
texel.rgb = mix(texel.rgb, vec3 (1.0, 1.0, 1.0), smoothstep(threshold_mid, threshold_high, texel.a));
|
||||
texel.rgb = mix(texel.rgb, vec3 (0.0, 0.0, 0.0), 1.0 - smoothstep(0.0, threshold_low, texel.a));
|
||||
|
||||
texel *=gl_Color;
|
||||
|
||||
vec2 frost_coords;
|
||||
|
||||
if (adaptive_mapping == 1) {frost_coords = gl_TexCoord[0].st * 7.0;}
|
||||
else if (adaptive_mapping ==2) {frost_coords = nPos * 7.0;}
|
||||
else {frost_coords = vertPos.xy * 7.0;}
|
||||
|
||||
frost_texel = texture2D(frost_texture, frost_coords);
|
||||
func_texel = texture2D(func_texture, gl_TexCoord[0].st * 2.0);
|
||||
|
||||
|
||||
|
||||
float noise_003m = Noise2D(vertPos.xy, 0.03);
|
||||
float noise_0003m = Noise2D(vertPos.xy, 0.003);
|
||||
|
||||
|
||||
// environment reflection, including a lightmap for the reflections
|
||||
|
||||
vec4 reflection = textureCube(cube_texture, refl_vec);
|
||||
vec4 reflection_lighting = textureCube(cube_light_texture, refl_vec);
|
||||
|
||||
vec3 lightmapcolor = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
|
||||
if (use_reflection_lightmap == 1)
|
||||
{
|
||||
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor);
|
||||
lightmapFactor = lightmapFactor * reflection_lighting;
|
||||
if (lightmap_multi > 0 )
|
||||
{
|
||||
lightmapcolor = lightmap_r_color * lightmapFactor.r +
|
||||
lightmap_g_color * lightmapFactor.g +
|
||||
lightmap_b_color * lightmapFactor.b +
|
||||
lightmap_a_color * lightmapFactor.a ;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightmapcolor = reflection_lighting.rgb * lightmap_r_color * lightmapFactor.r;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
float lightmap_intensity = length(lightmapcolor);
|
||||
float light_fraction = clamp(lightmap_intensity / (length(light_diffuse.rgb) + 0.01), 0.0, 5.0);
|
||||
|
||||
if (light_fraction < 1.0) {light_fraction = smoothstep(0.7, 1.0, light_fraction);}
|
||||
|
||||
|
||||
if (use_reflection ==1)
|
||||
{
|
||||
// to determine whether what we see reflected is currently in light, we make the somewhat drastic
|
||||
// assumption that its normal will be opposite to the glass normal
|
||||
// (which is mostly truish in a normal cockpit)
|
||||
float reflection_shade = ambient_fraction + (1.0-ambient_fraction) * max(0.0, dot (normalize(normal), normalize(gl_LightSource[0].position.xyz)));
|
||||
|
||||
texel.rgb = mix(texel.rgb, reflection.rgb, (reflection_strength * reflection_shade * (1.0-Mie)));
|
||||
|
||||
}
|
||||
|
||||
//texel.rgb = mix(texel.rgb, lightmapcolor.rgb, lightmap_intensity);
|
||||
|
||||
// overlay pattern
|
||||
|
||||
if ((use_mask == 1) && (use_overlay==1))
|
||||
{
|
||||
vec4 overlay_texel = vec4(overlay_color, overlay_alpha);
|
||||
overlay_texel.rgb *= light_diffuse.rgb* (1.0 + (1.0 + overlay_glare)*Mie);
|
||||
overlay_texel.a *=(1.0 + overlay_glare* Mie);
|
||||
texel = mix(texel, overlay_texel, func_texel.b * overlay_texel.a);
|
||||
}
|
||||
|
||||
|
||||
// frost
|
||||
|
||||
float fth = (1.0-frost_level) * 0.4 + 0.3;
|
||||
float fbl = 0.2 * frost_level;
|
||||
|
||||
|
||||
float frost_factor = (fbl + (1.0-fbl)* smoothstep(fth,fth+0.2,noise_003m)) * (4.0 + 4.0* Mie);
|
||||
|
||||
|
||||
float background_frost = 0.5 * smoothstep(0.7,1.0,frost_level);
|
||||
frost_texel.rgb = mix(frost_texel.rgb, vec3 (0.5,0.5,0.5), (1.0- smoothstep(0.0,0.02,frost_texel.a)));
|
||||
frost_texel.a =max(frost_texel.a, background_frost * (1.0- smoothstep(0.0,0.02,frost_texel.a)));
|
||||
|
||||
frost_texel *= vec4(light_diffuse.rgb,0.5) * (1.0 + 3.0 * Mie);
|
||||
|
||||
frost_factor = max(frost_factor, 0.8*background_frost);
|
||||
|
||||
|
||||
texel.rgb = mix(texel.rgb, frost_texel.rgb, frost_texel.a * frost_factor * smoothstep(0.0,0.1,frost_level));
|
||||
texel.a = max(texel.a, frost_texel.a * frost_level);
|
||||
|
||||
// rain splashes
|
||||
|
||||
vec3 splash_vec = vec3 (splash_x, splash_y, splash_z);
|
||||
float splash_speed = length(splash_vec);
|
||||
|
||||
|
||||
float rain_factor = 0.0;
|
||||
|
||||
float rnorm = max(rain_norm, ground_splash_norm);
|
||||
|
||||
if (rnorm > 0.0)
|
||||
{
|
||||
float droplet_size = (0.5 + 0.8 * rnorm) * (1.0 - 0.1 * splash_speed);
|
||||
vec2 rainPos = vec2 (rawPos.x * splash_speed, rawPos.y / splash_speed );
|
||||
rainPos.y = rainPos.y - 0.1 * smoothstep(1.0,2.0, splash_speed) * osg_SimulationTime;
|
||||
if (splash_angle> 0.0)
|
||||
{
|
||||
// the dynamically impacting raindrops
|
||||
|
||||
float time_shape = 1.0;
|
||||
float base_rate = 6.0 + 3.0 * rnorm + 4.0 * (splash_speed - 1.0);
|
||||
float base_density = 0.6 * rnorm + 0.4 * (splash_speed -1.0);
|
||||
if ((use_mask ==1)&&(use_wipers==1)) {base_density *= (1.0 - 0.5 * func_texel.g);}
|
||||
|
||||
float time_fact1 = (sin(base_rate*osg_SimulationTime));
|
||||
float time_fact2 = (sin(base_rate*osg_SimulationTime + 1.570));
|
||||
float time_fact3 = (sin(base_rate*osg_SimulationTime + 3.1415));
|
||||
float time_fact4 = (sin(base_rate*osg_SimulationTime + 4.712));
|
||||
|
||||
time_fact1 = smoothstep(0.0,1.0, time_fact1);
|
||||
time_fact2 = smoothstep(0.0,1.0, time_fact2);
|
||||
time_fact3 = smoothstep(0.0,1.0, time_fact3);
|
||||
time_fact4 = smoothstep(0.0,1.0, time_fact4);
|
||||
|
||||
rain_factor += DotNoise2D(rawPos.xy, 0.02 * droplet_size ,0.5, base_density ) * time_fact1;
|
||||
rain_factor += DotNoise2D(rainPos.xy, 0.03 * droplet_size,0.4, base_density) * time_fact2;
|
||||
rain_factor += DotNoise2D(rawPos.xy, 0.04 * droplet_size ,0.3, base_density)* time_fact3;
|
||||
rain_factor += DotNoise2D(rainPos.xy, 0.05 * droplet_size ,0.25, base_density)* time_fact4;
|
||||
}
|
||||
|
||||
|
||||
// the static pattern of small droplets created by the splashes
|
||||
|
||||
float sweep = min(1./splash_speed,1.0);
|
||||
if ((use_mask ==1)&&(use_wipers==1)) {sweep *= (1.0 - func_texel.g);}
|
||||
if (adaptive_mapping ==2) {rainPos = nPos;}
|
||||
rain_factor += DropletNoise2D(rainPos.xy, 0.02 * droplet_size ,0.5, 0.6* rnorm * sweep);
|
||||
rain_factor += DotNoise2D(rainPos.xy, 0.012 * droplet_size ,0.7, 0.6* rnorm * sweep);
|
||||
}
|
||||
|
||||
rain_factor = smoothstep(0.1,0.2, rain_factor) * (1.0 - smoothstep(0.4,1.0, rain_factor) * (0.2+0.8*noise_0003m));
|
||||
|
||||
|
||||
vec4 rainColor = vec4 (0.2,0.2, 0.2, 0.6 - 0.3 * smoothstep(1.0,2.0, splash_speed));
|
||||
rainColor.rgb *= length(light_diffuse)/1.73;
|
||||
|
||||
|
||||
|
||||
// glass tint
|
||||
|
||||
|
||||
vec4 outerColor = mix(texel, rainColor, rain_factor);
|
||||
// now mix illuminated reflections in
|
||||
|
||||
vec3 reflLitColor = reflection.rgb * lightmapcolor.rgb;
|
||||
|
||||
outerColor.rgb = mix(outerColor.rgb, reflLitColor, clamp(reflection_strength * light_fraction,0.0,1.0));
|
||||
outerColor.a = max(outerColor.a, 0.1 * light_fraction * reflection_strength);
|
||||
|
||||
outerColor *= tint;
|
||||
|
||||
|
||||
|
||||
|
||||
// fogging - this is inside the glass
|
||||
|
||||
vec4 fog_texel = vec4 (0.6,0.6,0.6, fog_level);
|
||||
|
||||
if (use_mask == 1) {fog_texel.a = fog_texel.a * func_texel.r;}
|
||||
|
||||
fog_texel *= vec4(light_diffuse.rgb,1.0);
|
||||
fog_texel.rgb *= (1.0 + 3.0 * Mie);
|
||||
fog_texel.a *= min((1.0 + 0.5 * Mie), 0.85);
|
||||
|
||||
|
||||
vec4 fragColor;
|
||||
|
||||
fragColor.rgb = mix(outerColor.rgb, fog_texel.rgb, fog_texel.a);
|
||||
fragColor.a = max(outerColor.a, fog_texel.a);
|
||||
|
||||
fragColor.rgb = filter_combined(fragColor.rgb);
|
||||
|
||||
|
||||
gl_FragColor = clamp(fragColor,0.0,1.0);
|
||||
|
||||
|
||||
}
|
140
Shaders/hud-ALS.vert
Normal file
140
Shaders/hud-ALS.vert
Normal file
|
@ -0,0 +1,140 @@
|
|||
// -*-C++-*-
|
||||
#version 120
|
||||
|
||||
varying vec2 rawPos;
|
||||
varying vec2 nPos;
|
||||
varying vec3 vertPos;
|
||||
varying vec3 normal;
|
||||
varying vec3 light_diffuse;
|
||||
varying vec3 refl_vec;
|
||||
varying float splash_angle;
|
||||
varying float Mie;
|
||||
varying float ambient_fraction;
|
||||
|
||||
uniform float ground_scattering;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float moonlight;
|
||||
uniform float terminator;
|
||||
uniform float splash_x;
|
||||
uniform float splash_y;
|
||||
uniform float splash_z;
|
||||
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
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 < -15.0) {return 0.0;}
|
||||
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
|
||||
|
||||
// geometry for lighting
|
||||
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
|
||||
vec3 relPos = gl_Vertex.xyz - ep.xyz;
|
||||
vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
|
||||
vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
|
||||
float dist = length(relPos);
|
||||
float vertex_alt = max(gl_Vertex.z,100.0);
|
||||
float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
|
||||
float yprime_alt = - sqrt(2.0 * EarthRadius * vertex_alt);
|
||||
float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
// light computation
|
||||
|
||||
vec3 light_ambient;
|
||||
|
||||
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 = 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;
|
||||
light_ambient.b = light_ambient.r * 0.5/0.33;
|
||||
|
||||
float intensity;
|
||||
|
||||
if (earthShade < 0.5)
|
||||
{
|
||||
intensity = length(light_ambient.xyz);
|
||||
|
||||
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 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.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
|
||||
}
|
||||
|
||||
|
||||
float MieFactor = dot(normalize(lightFull), normalize(relPos));
|
||||
Mie = smoothstep(0.9,1.0, MieFactor) * earthShade * earthShade * scattering;
|
||||
|
||||
|
||||
// get a reflection vector for cube map
|
||||
|
||||
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
normal = -normalize(gl_NormalMatrix * gl_Normal);
|
||||
vec4 reflect_eye = vec4(reflect(ecPosition.xyz, normal), 0.0);
|
||||
vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
|
||||
refl_vec = reflVec_stat;
|
||||
|
||||
// get a projection plane orthogonal to the splash vector
|
||||
|
||||
vec3 splash_vec = vec3 (splash_x, splash_y, splash_z);
|
||||
vec3 corrected_splash = normalize(splash_vec);
|
||||
|
||||
float angle = abs(dot(corrected_splash, gl_Normal));
|
||||
|
||||
|
||||
//corrected_splash = normalize(corrected_splash + 0.4* gl_Normal );
|
||||
|
||||
|
||||
vec3 base_1 = vec3 (-corrected_splash.y, corrected_splash.x, 0.0);
|
||||
vec3 base_2 = cross (corrected_splash, base_1);
|
||||
|
||||
base_1 = normalize(base_1);
|
||||
base_2 = normalize(base_2);
|
||||
|
||||
rawPos = vec2 (dot(gl_Vertex.xyz, base_1), dot(gl_Vertex.xyz, base_2));
|
||||
|
||||
base_1 = vec3 (-gl_Normal.y, gl_Normal.x, 0.0);
|
||||
base_2 = cross(gl_Normal, base_1);
|
||||
|
||||
base_1 = normalize(base_1);
|
||||
base_2 = normalize(base_2);
|
||||
|
||||
nPos = vec2 (dot(gl_Vertex.xyz, base_1), dot(gl_Vertex.xyz, base_2));
|
||||
|
||||
vertPos = gl_Vertex.xyz;
|
||||
|
||||
splash_angle = dot(gl_Normal, corrected_splash);
|
||||
|
||||
ambient_fraction = length(light_ambient.rgb)/(length(light_diffuse.rgb +light_ambient.rgb ) + 0.01);
|
||||
|
||||
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
vec4 diffuse_color = gl_FrontMaterial.diffuse;
|
||||
vec4 ambient_color = gl_FrontMaterial.ambient;
|
||||
|
||||
vec4 constant_term = gl_FrontMaterial.emission + ambient_color * vec4 (light_diffuse.rgb + light_ambient.rgb,1.0);
|
||||
constant_term.a = min(diffuse_color.a, ambient_color.a);
|
||||
|
||||
gl_FrontColor = constant_term;
|
||||
gl_BackColor = gl_FrontColor;
|
||||
|
||||
}
|
Loading…
Reference in a new issue