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

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BARANGER Emmanuel 2013-01-22 01:52:59 +01:00
commit 49d7af00b4
10 changed files with 1608 additions and 15 deletions

View file

@ -12,7 +12,7 @@
</texture>
</parameters>
<technique n="3">
<technique n="2">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>

View file

@ -89,7 +89,7 @@
</generate>
<technique n="3">
<technique n="2">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>

View file

@ -51,12 +51,40 @@
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="13">
<image>Textures.high/Terrain/rock_alt.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="14">
<image>Textures.high/Terrain/grain_texture.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="15">
<image>Textures/Terrain/void.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<transparent>false</transparent>
<render-bin>
<bin-number>0</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<material-id>0</material-id>
<grain_strength>0.5</grain_strength>
<intrinsic_wetness>0.0</intrinsic_wetness>
<transition_model>0.5</transition_model>
<hires_overlay_bias>0.0</hires_overlay_bias>
<dot_density>1.0</dot_density>
<dot_size>1.0</dot_size>
<dust_resistance>1.0</dust_resistance>
<visibility><use>/environment/ground-visibility-m</use></visibility>
<avisibility><use>/environment/visibility-m</use></avisibility>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
@ -75,11 +103,335 @@
<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>
<season><use>/environment/season</use></season>
<windspeed><use>/environment/wind-speed-kt</use></windspeed>
<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
</parameters>
<!-- put techniques at a "high" index to allow derived effects to
insert their own techniques first. -->
<technique n="3">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<and>
<less-equal>
<value type="float">6.0</value>
<float-property>/sim/rendering/shaders/landmass</float-property>
</less-equal>
<less-equal>
<value type="float">6.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
</and>
<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>2</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>3</unit>
<image><use>texture[15]/image</use></image>
<filter><use>texture[15]/filter</use></filter>
<wrap-s><use>texture[15]/wrap-s</use></wrap-s>
<wrap-t><use>texture[15]/wrap-t</use></wrap-t>
<internal-format><use>texture[15]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<image><use>texture[14]/image</use></image>
<filter><use>texture[14]/filter</use></filter>
<wrap-s><use>texture[14]/wrap-s</use></wrap-s>
<wrap-t><use>texture[14]/wrap-t</use></wrap-t>
<internal-format><use>texture[14]/internal-format</use></internal-format>
</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>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-ultra.vert</vertex-shader>
<fragment-shader>Shaders/terrain-haze-ultra.frag</fragment-shader>
</program>
<uniform>
<name>grain_strength</name>
<type>float</type>
<value><use>grain_strength</use></value>
</uniform>
<uniform>
<name>intrinsic_wetness</name>
<type>float</type>
<value><use>intrinsic_wetness</use></value>
</uniform>
<uniform>
<name>transition_model</name>
<type>float</type>
<value><use>transition_model</use></value>
</uniform>
<uniform>
<name>hires_overlay_bias</name>
<type>float</type>
<value><use>hires_overlay_bias</use></value>
</uniform>
<uniform>
<name>dot_density</name>
<type>float</type>
<value><use>dot_density</use></value>
</uniform>
<uniform>
<name>dot_size</name>
<type>float</type>
<value><use>dot_size</use></value>
</uniform>
<uniform>
<name>dust_resistance</name>
<type>float</type>
<value><use>dust_resistance</use></value>
</uniform>
<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>eye_lat</name>
<type>float</type>
<value><use>eye_lat</use></value>
</uniform>
<uniform>
<name>eye_lon</name>
<type>float</type>
<value><use>eye_lon</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>windspeed</name>
<type>float</type>
<value><use>windspeed</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>season</name>
<type>float</type>
<value><use>season</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>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>grain_texture</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>dot_texture</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>gradient_texture</name>
<type>sampler-2d</type>
<value type="int">2</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="4">
<predicate>
<and>

View file

@ -43,7 +43,7 @@
<technique n="2">
<technique n="1">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
@ -338,7 +338,7 @@
</technique>
<technique n="3">
<technique n="2">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>

View file

@ -151,7 +151,7 @@
</generate>
<technique n="2">
<technique n="1">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
@ -513,7 +513,7 @@
</technique>
<technique n="3">
<technique n="2">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>

View file

@ -0,0 +1,26 @@
<?xml version="1.0"?>
<!-- General settings for all Indonesia materials -->
<PropertyList>
<!-- Define Indonesia as a box with given latitude/longitude -->
<condition>
<and>
<greater-than>
<property>position/longitude-deg</property>
<value>90.0</value>
</greater-than>
<less-than>
<property>position/longitude-deg</property>
<value>160.0.0</value>
</less-than>
<greater-than>
<property>position/latitude-deg</property>
<value>-20.0</value>
</greater-than>
<less-than>
<property>position/latitude-deg</property>
<value>0.0</value>
</less-than>
</and>
</condition>
</PropertyList>

View file

@ -775,15 +775,23 @@
</material>
<!-- REGIONAL DEFINITIONS - HAWAII ISLANDS -->
<!-- REGIONAL DEFINITIONS - INDONESIA -->
<material include="Materials/regions/hawaii.xml">
<material include="Materials/regions/indonesia.xml">
<effect>Effects/forest</effect>
<name>MixedForestCover</name>
<name>MixedForest</name>
<name>RainForest</name>
<name>EvergreenBroadCover</name>
<texture>Terrain/rainforest-hawaii.png</texture>
<texture-set>
<texture>Terrain/rainforest-hawaii.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
<texture n="13">Terrain/shrub-hawaii.png</texture>
</texture-set>
<parameters>
<transition_model>0.8</transition_model>
</parameters>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>5000000.0</light-coverage>
@ -797,6 +805,202 @@
<bumpiness>0.95</bumpiness>
</material>
<material include="Materials/regions/indonesia.xml">
<name>GrassCover</name>
<name>BareTundraCover</name>
<name>MixedTundraCover</name>
<name>Cemetery</name>
<effect>Effects/landmass-nowood</effect>
<texture-set>
<texture>Terrain/tundra-hawaii-green.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
<texture n="13">Terrain/shrub-hawaii.png</texture>
<texture n="15">Terrain/airport_grass2.png</texture>
</texture-set>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>4000000.0</light-coverage>
<wood-coverage>25000.0</wood-coverage>
<tree-texture>Trees/tropical-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.15</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material include="Materials/regions/indonesia.xml">
<name>IrrCropPastureCover</name>
<name>IrrCrop</name>
<name>Orchard</name>
<name>Olives</name>
<name>Vineyard</name>
<name>Rice</name>
<texture-set>
<texture>Terrain/rice1.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
<texture n="13">Terrain/shrub-hawaii.png</texture>
</texture-set>
<parameters>
<hires_overlay_bias>-0.1</hires_overlay_bias>
<transition_model>1.0</transition_model>
</parameters>
<!--<object-mask>Terrain/rice1.mask.png</object-mask>-->
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>2000000.0</light-coverage>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.3</rolling-friction>
<bumpiness>0.6</bumpiness>
<load-resistance>1e30</load-resistance>
<!--<object-group include="Materials/base/farm-buildings.xml"/>-->
<wood-coverage>120000.0</wood-coverage>
<tree-texture>Trees/tropical-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material include="Materials/regions/indonesia.xml">
<name>DryCropPastureCover</name>
<name>MixedCropPastureCover</name>
<name>DryCrop</name>
<texture-set>
<texture>Terrain/dry_pasture4.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
<texture n="13">Terrain/shrub-hawaii.png</texture>
<texture n="15">Terrain/airport_grass2.png</texture>
</texture-set>
<parameters>
<hires_overlay_bias>-0.1</hires_overlay_bias>
</parameters>
<xsize>2000</xsize>
<ysize>2000</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.6</bumpiness>
<load-resistance>1e30</load-resistance>
<light-coverage>2000000.0</light-coverage>
<wood-coverage>80000.0</wood-coverage>
<tree-texture>Trees/tropical-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<!-- REGIONAL DEFINITIONS - HAWAII ISLANDS -->
<material include="Materials/regions/hawaii.xml">
<effect>Effects/forest</effect>
<name>MixedForestCover</name>
<name>MixedForest</name>
<name>RainForest</name>
<name>EvergreenBroadCover</name>
<texture-set>
<texture>Terrain/rainforest-hawaii.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
<texture n="13">Terrain/shrub-hawaii.png</texture>
</texture-set>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>5000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Trees/tropical-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>0.95</bumpiness>
</material>
<material include="Materials/regions/hawaii.xml">
<name>DryCropPastureCover</name>
<name>DryCrop</name>
<texture>Terrain/dry_pasture4.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.6</bumpiness>
<load-resistance>1e30</load-resistance>
<light-coverage>2000000.0</light-coverage>
</material>
<material include="Materials/regions/hawaii.xml">
<name>BarrenCover</name>
<name>Dirt</name>
<name>OpenMining</name>
<name>Rock</name>
<name>Dump</name>
<texture-set>
<texture>Terrain/rocks-lava.png</texture>
<texture n="12">Terrain/rocks-desert.png</texture>
<texture n="14">Terrain/rock_grain01.png</texture>
<texture n="13">Terrain/void.png</texture>
</texture-set>
<parameters>
<grain_strength>0.7</grain_strength>
<transition_model>0.0</transition_model>
</parameters>
<xsize>1000</xsize>
<ysize>1000</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.3</bumpiness>
</material>
<material include="Materials/regions/hawaii.xml">
<name>DeciduousBroadCover</name>
<name>DeciduousForest</name>
<name>Bog</name>
<name>Heath</name>
<texture-set>
<texture>Terrain/deciduous-hires.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
<texture n="13">Terrain/shrub-hawaii.png</texture>
</texture-set>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Trees/deciduous-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>0.85</bumpiness>
</material>
<material include="Materials/regions/hawaii.xml">
<name>Sand</name>
<texture>Terrain/sand-hawaii4.png</texture>
@ -843,7 +1047,16 @@
<name>ScrubCover</name>
<name>Scrub</name>
<name>Sclerophyllous</name>
<texture>Terrain/shrub-hawaii-green.png</texture>
<texture-set>
<texture>Terrain/shrub-hawaii-green.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii-green.png</texture>
<texture n="13">Terrain/shrub-hawaii.png</texture>
<texture n="15">Terrain/rainforest-hawaii.png</texture>
</texture-set>
<parameters>
<transition_model>1.0</transition_model>
</parameters>
<xsize>2000</xsize>
<ysize>2000</ysize>
<diffuse>
@ -878,7 +1091,15 @@
<name>ScrubCover</name>
<name>Scrub</name>
<name>Sclerophyllous</name>
<texture>Terrain/shrub-hawaii.png</texture>
<texture-set>
<texture>Terrain/shrub-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
<texture n="13">Terrain/shrub-hawaii.png</texture>
<texture n="15">Terrain/rainforest-hawaii.png</texture>
</texture-set>
<parameters>
<dot_size>10.0</dot_size>
</parameters>
<xsize>2000</xsize>
<ysize>2000</ysize>
<diffuse>
@ -965,7 +1186,13 @@
<name>MixedTundraCover</name>
<name>Cemetery</name>
<effect>Effects/landmass-nowood</effect>
<texture>Terrain/tundra-hawaii-green.png</texture>
<texture-set>
<texture>Terrain/tundra-hawaii-green.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii-green.png</texture>
<texture n="13">Terrain/shrub-hawaii.png</texture>
<texture n="15">Terrain/rainforest-hawaii.png</texture>
</texture-set>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>4000000.0</light-coverage>
@ -997,7 +1224,16 @@
<name>MixedTundraCover</name>
<name>Cemetery</name>
<effect>Effects/landmass-nowood</effect>
<texture>Terrain/tundra-hawaii.png</texture>
<texture-set>
<texture>Terrain/tundra-hawaii.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
<texture n="13">Terrain/shrub-hawaii.png</texture>
<texture n="15">Terrain/airport_grass2.png</texture>
</texture-set>
<parameters>
<hires_overlay_bias>-0.07</hires_overlay_bias>
</parameters>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>4000000.0</light-coverage>

View file

@ -0,0 +1,682 @@
// -*-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 vec2 worldPos;
varying vec3 ecViewdir;
varying vec3 ecNormal;
uniform sampler2D texture;
uniform sampler3D NoiseTex;
uniform sampler2D snow_texture;
uniform sampler2D detail_texture;
uniform sampler2D mix_texture;
uniform sampler2D grain_texture;
uniform sampler2D dot_texture;
uniform sampler2D gradient_texture;
//uniform sampler2D foam_texture;
//varying float yprime_alt;
//varying float mie_angle;
varying float steepness;
varying float grad_dir;
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 moonlight;
uniform float season;
uniform float windspeed;
uniform float grain_strength;
uniform float intrinsic_wetness;
uniform float transition_model;
uniform float hires_overlay_bias;
uniform float dot_density;
uniform float dot_size;
uniform float dust_resistance;
uniform float osg_SimulationTime;
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);
}
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 dotNoise2D(in float x, in float y, in float fractionalMaxDotSize)
{
float integer_x = x - fract(x);
float fractional_x = x - integer_x;
float integer_y = y - fract(y);
float fractional_y = y - integer_y;
if (rand2D(vec2(integer_x+1.0, integer_y +1.0)) > dot_density)
{return 0.0;}
float xoffset = (rand2D(vec2(integer_x, integer_y)) -0.5);
float yoffset = (rand2D(vec2(integer_x+1.0, integer_y)) - 0.5);
float dotSize = 0.5 * fractionalMaxDotSize * max(0.25,rand2D(vec2(integer_x, integer_y+1.0)));
vec2 truePos = vec2 (0.5 + xoffset * (1.0 - 2.0 * dotSize) , 0.5 + yoffset * (1.0 -2.0 * dotSize));
float distance = length(truePos - vec2(fractional_x, fractional_y));
return 1.0 - smoothstep (0.3 * dotSize, 1.0* dotSize, distance);
}
float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize)
{
return dotNoise2D(coord.x/wavelength, coord.y/wavelength, fractionalMaxDotSize);
}
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));
}
// a fade function for procedural scales which are smaller than a pixel
float detail_fade (in float scale, in float angle, in float dist)
{
float fade_dist = 2000.0 * scale * angle/max(pow(steepness,4.0), 0.1);
return 1.0 - smoothstep(0.5 * fade_dist, fade_dist, dist);
}
// 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()
{
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;
// float altitude of fragment above sea level
float msl_altitude = (relPos.z + eye_alt);
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 = normalize(normalize(lightDir) + normalize(ecViewdir));
vec4 texel;
vec4 snow_texel;
vec4 detail_texel;
vec4 mix_texel;
vec4 grain_texel;
vec4 dot_texel;
vec4 gradient_texel;
vec4 foam_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
// Perlin noise
float noise_10m = Noise2D(rawPos.xy, 10.0);
float noise_5m = Noise2D(rawPos.xy ,5.0);
float noise_2m = Noise2D(rawPos.xy ,2.0);
float noise_1m = Noise2D(rawPos.xy ,1.0);
float noise_01m = Noise2D(rawPos.xy, 0.1);
float noisegrad_10m;
float noisegrad_5m;
float noisegrad_2m;
float noisegrad_1m;
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);
// dot noise
float dotnoise_2m = DotNoise2D(rawPos.xy, 2.0 * dot_size,0.5);
float dotnoise_10m = DotNoise2D(rawPos.xy, 10.0 * dot_size, 0.5);
float dotnoise_15m = DotNoise2D(rawPos.xy, 15.0 * dot_size, 0.33);
float dotnoisegrad_10m;
// get the texels
float local_autumn_factor = texel.a;
float distortion_factor = 1.0;
vec2 stprime;
int flag = 1;
int mix_flag = 1;
float noise_term;
float snow_alpha;
texel = texture2D(texture, gl_TexCoord[0].st);
grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * 25.0);
gradient_texel = texture2D(gradient_texture, gl_TexCoord[0].st * 4.0);
stprime = gl_TexCoord[0].st * 80.0;
stprime = stprime + normalize(relPos).xy * 0.01 * (dotnoise_10m + dotnoise_15m);
dot_texel = texture2D(dot_texture, vec2 (stprime.y, stprime.x) );
// we need to fade procedural structures when they get smaller than a single pixel, for this we need
// to know under what angle we see the surface
float view_angle = abs(dot(normalize(normal), normalize(ecViewdir)));
float sfactor = sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
// the snow texel is generated procedurally
if (msl_altitude +500.0 > snowlevel)
{
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) ;
noise_term = noise_term + 0.2 * (noise_50m -0.5) * detail_fade(50.0, view_angle, 0.5*dist) ;
noise_term = noise_term + 0.2 * (noise_25m -0.5) * detail_fade(25.0, view_angle, 0.5*dist) ;
noise_term = noise_term + 0.3 * (noise_10m -0.5) * detail_fade(10.0, view_angle, 0.8*dist) ;
noise_term = noise_term + 0.3 * (noise_5m - 0.5) * detail_fade(5.0, view_angle, dist);
noise_term = noise_term + 0.15 * (noise_2m -0.5) * detail_fade(2.0, view_angle, dist);
noise_term = noise_term + 0.08 * (noise_1m -0.5) * detail_fade(1.0, view_angle, 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*(msl_altitude -snowlevel) );
}
// the mixture/gradient texture
mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3);
if (mix_texel.a <0.1) {mix_flag = 0;}
// the hires overlay texture is loaded with parallax mapping
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 = 0.97 + 0.06 * noise_500m;
stprime = stprime * distortion_factor * 15.0;
stprime = stprime + normalize(relPos).xy * 0.022 * (noise_10m + 0.5 * noise_5m +0.25 * noise_2m - 0.875 );
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;
// first the second texture overlay
// transition model 0: random patch overlay without any gradient information
// transition model 1: only gradient-driven transitions, no randomness
if (mix_flag == 1)
{
nSum = 0.18 * (2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
nSum = mix(nSum, 0.5, max(0.0, 2.0 * (transition_model - 0.5)));
nSum = nSum + 0.4 * (1.0 -smoothstep(0.9,0.95, abs(steepness)+ 0.05 * (noise_50m - 0.5))) * min(1.0, 2.0 * transition_model);
mix_factor = smoothstep(0.5, 0.54, nSum);
texel = mix(texel, mix_texel, mix_factor);
local_autumn_factor = texel.a;
}
// then the detail texture overlay
mix_factor = 0.0;
if (dist < 40000.0)
{
if (flag == 1)
{
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 +hires_overlay_bias- dist_fact);
if (mix_factor > 0.8) {mix_factor = 0.8;}
texel = mix(texel, detail_texel,mix_factor);
}
}
// rock for very steep gradients
if (gradient_texel.a > 0.0)
{
texel = mix(texel, gradient_texel, 1.0 - smoothstep(0.75,0.8,abs(steepness)+ 0.00002* msl_altitude + 0.05 * (noise_50m - 0.5)));
local_autumn_factor = texel.a;
}
// the dot vegetation texture overlay
texel.rgb = mix(texel.rgb, dot_texel.rgb, dot_texel.a * (dotnoise_10m + dotnoise_15m) * detail_fade(1.0 * (dot_size * (1.0 +0.1*dot_size)), view_angle,dist));
texel.rgb = mix(texel.rgb, dot_texel.rgb, dot_texel.a * dotnoise_2m * detail_fade(0.1 * dot_size, view_angle,dist));
// then the grain texture overlay
texel.rgb = mix(texel.rgb, grain_texel.rgb, grain_strength * grain_texel.a * (1.0 - mix_factor) * (1.0-smoothstep(2000.0,5000.0, dist)));
// for really hires, add procedural noise overlay
texel.rgb = texel.rgb * (1.0 + 0.4 * (noise_01m-0.5) * detail_fade(0.1, view_angle, dist)) ;
// autumn colors
float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ;
texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r);
texel.g = texel.g;
texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b);
if (local_autumn_factor < 1.0)
{
intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
}
//const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
const vec4 dust_color = vec4 (0.76, 0.65, 0.45, 1.0);
const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);
// mix vegetation
float gradient_factor = smoothstep(0.5, 1.0, steepness);
texel = mix(texel, lichen_color, gradient_factor * (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 *dust_resistance + 3.0 * dust_cover_factor * dust_resistance *(((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
// mix snow
float snow_mix_factor = 0.0;
if (msl_altitude +500.0 > snowlevel)
{
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
snow_mix_factor = snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * msl_altitude+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0);
texel = mix(texel, snow_texel, snow_mix_factor);
}
// get distribution of water when terrain is wet
float combined_wetness = min(1.0, wetness + intrinsic_wetness);
float water_threshold1;
float water_threshold2;
float water_factor =0.0;
if ((dist < 5000.0)&& (quality_level > 3) && (combined_wetness>0.0))
{
water_threshold1 = 1.0-0.5* combined_wetness;
water_threshold2 = 1.0 - 0.3 * combined_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 * combined_wetness);
// surf - terrain is too bad...
/* foam_texel.rgb =vec3 (1.0, 1.0, 1.0);
foam_texel.rg = 0.7 * foam_texel.rg +0.3 * noise_2m * foam_texel.rg;
float surf_strength = 1.0 + windspeed/5.0;
float surf_sine = sin(osg_SimulationTime+5.0*noise_25m);
float surf_steepcorr = 1.0 -smoothstep(0.99,1.01,abs(steepness));
float surf_alt = (relPos.z+eye_alt ) - 20.0 * surf_steepcorr ;//+ noise_10m * surf_steepcorr
texel.rgb = mix(foam_texel.rgb, texel.rgb, smoothstep((0.3 +0.3*surf_strength+ surf_sine) * surf_steepcorr-20.0, (0.3+ surf_strength + surf_sine) * surf_steepcorr-19.0, surf_alt));
*/
// 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);
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;
noisegrad_2m = (noise_2m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),2.0))/0.05;
noisegrad_1m = (noise_1m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),1.0))/0.05;
dotnoisegrad_10m = (dotnoise_10m - DotNoise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0 * dot_size,0.5))/0.05;
NdotL = NdotL + (noisegrad_10m * detail_fade(10.0, view_angle,dist) + 0.5* noisegrad_5m * detail_fade(5.0, view_angle,dist)) * mix_factor/0.8;
NdotL = NdotL + 0.15 * noisegrad_2m * mix_factor/0.8 * detail_fade(2.0,view_angle,dist);
NdotL = NdotL + 0.1 * noisegrad_2m * detail_fade(2.0,view_angle,dist);
NdotL = NdotL + 0.05 * noisegrad_1m * detail_fade(1.0, view_angle,dist);
NdotL = NdotL + (1.0-snow_mix_factor) * 0.3* dot_texel.a * (0.5* dotnoisegrad_10m * detail_fade(1.0 * dot_size, view_angle, dist) +0.5 * dotnoisegrad_10m * noise_01m * detail_fade(0.1, view_angle, 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 = 1.0;//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

@ -0,0 +1,297 @@
// -*-C++-*-
// Shader that uses OpenGL state values to do per-pixel lighting
//
// The only light used is gl_LightSource[0], which is assumed to be
// directional.
//
// Diffuse colors come from the gl_Color, ambient from the material. This is
// equivalent to osg::Material::DIFFUSE.
// Haze part added by Thorsten Renk, Oct. 2011
#define MODE_OFF 0
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
// The constant term of the lighting equation that doesn't depend on
// the surface normal is passed in gl_{Front,Back}Color. The alpha
// component is set to 1 for front, 0 for back in order to work around
// 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 ecViewdir;
//varying float earthShade;
//varying float yprime_alt;
varying float mie_angle;
varying float steepness;
varying float grad_dir;
uniform int colorMode;
uniform float hazeLayerAltitude;
uniform float terminator;
uniform float terrain_alt;
uniform float avisibility;
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?
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()
{
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;
float lightArg;
float intensity;
float vertex_alt;
float scattering;
rawPos = gl_Vertex.xy;
// 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));
// this code is copied from default.vert
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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;
ambient_color = gl_FrontMaterial.ambient;
} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
diffuse_color = gl_Color;
ambient_color = gl_Color;
} else {
diffuse_color = gl_FrontMaterial.diffuse;
ambient_color = gl_FrontMaterial.ambient;
}
// here start computations for the haze layer
// we need several geometrical quantities
// first current altitude of eye position in model space
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
// and relative position to vector
relPos = gl_Vertex.xyz - ep.xyz;
ecViewdir = (gl_ModelViewMatrix * (ep - gl_Vertex)).xyz;
// unfortunately, we need the distance in the vertex shader, although the more accurate version
// is later computed in the fragment shader again
float dist = length(relPos);
// altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
vertex_alt = max(gl_Vertex.z,100.0);
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;
//if (((dist * (relPos.z - delta_z)/relPos.z > visibility ) && (relPos.z < 0.0) && (delta_z < 0.0) && (dist > 30000.0)))
if (0==1)
{
gl_Position = vec4(0.0, 0.0, -1000.0, 1.0); // move outside of view frustrum, gets culled before reaching fragment shader
earthShade = 1.0;
mie_angle = 1.0;
yprime_alt = 0.0;
}
else
{
// branch dependent on daytime
if (terminator < 1000000.0) // the full, sunrise and sunset computation
{
// establish coordinates relative to sun position
vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
// yprime is the distance of the vertex into sun direction
yprime = -dot(relPos, lightHorizon);
// this gets an altitude correction, higher terrain gets to see the sun earlier
yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
// two times terminator width governs how quickly light fades into shadow
// now the light-dimming factor
earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
// parametrized version of the Flightgear ground lighting function
lightArg = (terminator-yprime_alt)/100000.0;
// directional scattering for low sun
if (lightArg < 10.0)
{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
else
{mie_angle = 1.0;}
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.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.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;
// correct ambient light intensity and hue before sunrise
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) ));
light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 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) ));
}
// the haze gets the light at the altitude of the haze top if the vertex in view is below
// but the light at the vertex if the vertex is above
vertex_alt = max(vertex_alt,hazeLayerAltitude);
if (vertex_alt > hazeLayerAltitude)
{
if (dist > 0.8 * avisibility)
{
vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
}
}
else
{
vertex_alt = hazeLayerAltitude;
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
}
}
else // the faster, full-day version without lightfields
{
//vertex_alt = max(gl_Vertex.z,100.0);
earthShade = 1.0;
mie_angle = 1.0;
if (terminator > 3000000.0)
{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_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.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;
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
}
// a sky/earth irradiation map model - the sky creates much more diffuse radiation than the ground, so
// steep faces end up shaded more
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;
// default lighting based on texture and material using the light we have just computed
diffuse_term = diffuse_color* light_diffuse;
vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
(gl_LightModel.ambient + light_ambient);
diffuse_term.a = yprime_alt;
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

@ -56,7 +56,7 @@
<slider>
<name>landmass</name>
<min>0.0</min>
<max>5.0</max>
<max>6.0</max>
<step>1.0</step>
<fraction>0.17</fraction>
<live>true</live>
@ -82,7 +82,7 @@
<slider>
<name>transition</name>
<min>0.0</min>
<max>5.0</max>
<max>6.0</max>
<step>1.0</step>
<fraction>0.17</fraction>
<live>true</live>