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WS3.0: Initial commit of WS3.0 rendering

This commit is contained in:
Stuart Buchanan 2020-11-08 22:44:34 +00:00
parent 35b432f28c
commit 4aff635cdb
3 changed files with 1087 additions and 0 deletions

782
Compositor/Effects/ws30.eff Normal file
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<?xml version='1.0' encoding='UTF-8'?>
<!-- World Scenery 3.0 Effect -->
<PropertyList>
<name>Effects/ws30</name>
<!-- <inherits-from>another-effect</inherits-from> -->
<parameters>
<material>
<ambient type="vec4d">
0.2 .2 0.2 1.0
</ambient>
<diffuse type="vec4d">
.8 .8 .8 1.0
</diffuse>
<specular type="vec4d">
0.0 0.0 0.0 1.0
</specular>
<emissive type="vec4d">
0.0 0.0 0.0 1.0
</emissive>
<shininess>1.2</shininess>
</material>
<texture n="1">
<image>Textures/Terrain/cropgrass1.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<!-- also repeat -->
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<!--
<wrap-r>clamp-to-border</wrap-r>
-->
<!-- float, signed-integer, integer -->
<internal-format>normalized</internal-format>
</texture>
<texture n="2">
<image>Textures/Terrain/city1.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<!-- also repeat -->
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<!--
<wrap-r>clamp-to-border</wrap-r>
-->
<!-- float, signed-integer, integer -->
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/water.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<!-- also repeat -->
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<!--
<wrap-r>clamp-to-border</wrap-r>
-->
<!-- float, signed-integer, integer -->
<internal-format>normalized</internal-format>
</texture>
<texture n="10">
<image>Textures/Terrain/snow3.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="11">
<image>Textures/Terrain/void.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="12">
<image>Textures/Terrain/void.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="13">
<image>Textures/Terrain/rock_alt.png</image>
<type>2d</type>
<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/Terrain/grain_texture.png</image>
<type>2d</type>
<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>
<type>2d</type>
<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>
<rock_strata>0</rock_strata>
<raise_vertex type="bool">false</raise_vertex>
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<ground_scattering>
<use>/environment/surface/scattering</use>
</ground_scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<terrain_alt>
<use>/environment/mean-terrain-elevation-m</use>
</terrain_alt>
<overcast>
<use>/rendering/scene/overcast</use>
</overcast>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<snow_level>
<use>/environment/snow-level-m</use>
</snow_level>
<snow_thickness_factor>
<use>/environment/surface/snow-thickness-factor</use>
</snow_thickness_factor>
<dust_cover_factor>
<use>/environment/surface/dust-cover-factor</use>
</dust_cover_factor>
<lichen_cover_factor>
<use>/environment/surface/lichen-cover-factor</use>
</lichen_cover_factor>
<wetness>
<use>/environment/surface/wetness</use>
</wetness>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<fogstructure>
<use>/environment/fog-structure</use>
</fogstructure>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<season>
<use>/environment/season</use>
</season>
<air_pollution>
<use>/environment/air-pollution-norm</use>
</air_pollution>
<delta_T>
<use>/environment/surface/delta-T-soil</use>
</delta_T>
<wind_effects>
<use>/sim/rendering/shaders/wind-effects</use>
</wind_effects>
<windE>
<use>/environment/sea/surface/wind-from-east-fps</use>
</windE>
<windN>
<use>/environment/sea/surface/wind-from-north-fps</use>
</windN>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
<view_pitch_offset>
<use>/sim/current-view/pitch-offset-deg</use>
</view_pitch_offset>
<view_heading_offset>
<use>/sim/current-view/heading-offset-deg</use>
</view_heading_offset>
<view_fov>
<use>/sim/current-view/field-of-view</use>
</view_fov>
<use_searchlight>
<use>/sim/rendering/als-secondary-lights/use-searchlight</use>
</use_searchlight>
<use_landing_light>
<use>/sim/rendering/als-secondary-lights/use-landing-light</use>
</use_landing_light>
<use_alt_landing_light>
<use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use>
</use_alt_landing_light>
<landing_light1_offset>
<use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use>
</landing_light1_offset>
<landing_light2_offset>
<use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use>
</landing_light2_offset>
<landing_light3_offset>
<use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use>
</landing_light3_offset>
<quality_level>
<use>/sim/rendering/shaders/landmass</use>
</quality_level>
<tquality_level>
<use>/sim/rendering/shaders/transition</use>
</tquality_level>
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<cloudpos1_x>
<use>/local-weather/cloud-shadows/cloudpos-x[0]</use>
</cloudpos1_x>
<cloudpos1_y>
<use>/local-weather/cloud-shadows/cloudpos-y[0]</use>
</cloudpos1_y>
<cloudpos2_x>
<use>/local-weather/cloud-shadows/cloudpos-x[1]</use>
</cloudpos2_x>
<cloudpos2_y>
<use>/local-weather/cloud-shadows/cloudpos-y[1]</use>
</cloudpos2_y>
<cloudpos3_x>
<use>/local-weather/cloud-shadows/cloudpos-x[2]</use>
</cloudpos3_x>
<cloudpos3_y>
<use>/local-weather/cloud-shadows/cloudpos-y[2]</use>
</cloudpos3_y>
<cloudpos4_x>
<use>/local-weather/cloud-shadows/cloudpos-x[3]</use>
</cloudpos4_x>
<cloudpos4_y>
<use>/local-weather/cloud-shadows/cloudpos-y[3]</use>
</cloudpos4_y>
<cloudpos5_x>
<use>/local-weather/cloud-shadows/cloudpos-x[4]</use>
</cloudpos5_x>
<cloudpos5_y>
<use>/local-weather/cloud-shadows/cloudpos-y[4]</use>
</cloudpos5_y>
<cloudpos6_x>
<use>/local-weather/cloud-shadows/cloudpos-x[5]</use>
</cloudpos6_x>
<cloudpos6_y>
<use>/local-weather/cloud-shadows/cloudpos-y[5]</use>
</cloudpos6_y>
<cloudpos7_x>
<use>/local-weather/cloud-shadows/cloudpos-x[6]</use>
</cloudpos7_x>
<cloudpos7_y>
<use>/local-weather/cloud-shadows/cloudpos-y[6]</use>
</cloudpos7_y>
<cloudpos8_x>
<use>/local-weather/cloud-shadows/cloudpos-x[7]</use>
</cloudpos8_x>
<cloudpos8_y>
<use>/local-weather/cloud-shadows/cloudpos-y[7]</use>
</cloudpos8_y>
<cloudpos9_x>
<use>/local-weather/cloud-shadows/cloudpos-x[8]</use>
</cloudpos9_x>
<cloudpos9_y>
<use>/local-weather/cloud-shadows/cloudpos-y[8]</use>
</cloudpos9_y>
<cloudpos10_x>
<use>/local-weather/cloud-shadows/cloudpos-x[9]</use>
</cloudpos10_x>
<cloudpos10_y>
<use>/local-weather/cloud-shadows/cloudpos-y[9]</use>
</cloudpos10_y>
<cloudpos11_x>
<use>/local-weather/cloud-shadows/cloudpos-x[10]</use>
</cloudpos11_x>
<cloudpos11_y>
<use>/local-weather/cloud-shadows/cloudpos-y[10]</use>
</cloudpos11_y>
<cloudpos12_x>
<use>/local-weather/cloud-shadows/cloudpos-x[11]</use>
</cloudpos12_x>
<cloudpos12_y>
<use>/local-weather/cloud-shadows/cloudpos-y[11]</use>
</cloudpos12_y>
<cloudpos13_x>
<use>/local-weather/cloud-shadows/cloudpos-x[12]</use>
</cloudpos13_x>
<cloudpos13_y>
<use>/local-weather/cloud-shadows/cloudpos-y[12]</use>
</cloudpos13_y>
<cloudpos14_x>
<use>/local-weather/cloud-shadows/cloudpos-x[13]</use>
</cloudpos14_x>
<cloudpos14_y>
<use>/local-weather/cloud-shadows/cloudpos-y[13]</use>
</cloudpos14_y>
<cloudpos15_x>
<use>/local-weather/cloud-shadows/cloudpos-x[14]</use>
</cloudpos15_x>
<cloudpos15_y>
<use>/local-weather/cloud-shadows/cloudpos-y[14]</use>
</cloudpos15_y>
<cloudpos16_x>
<use>/local-weather/cloud-shadows/cloudpos-x[15]</use>
</cloudpos16_x>
<cloudpos16_y>
<use>/local-weather/cloud-shadows/cloudpos-y[15]</use>
</cloudpos16_y>
<cloudpos17_x>
<use>/local-weather/cloud-shadows/cloudpos-x[16]</use>
</cloudpos17_x>
<cloudpos17_y>
<use>/local-weather/cloud-shadows/cloudpos-y[16]</use>
</cloudpos17_y>
<cloudpos18_x>
<use>/local-weather/cloud-shadows/cloudpos-x[17]</use>
</cloudpos18_x>
<cloudpos18_y>
<use>/local-weather/cloud-shadows/cloudpos-y[17]</use>
</cloudpos18_y>
<cloudpos19_x>
<use>/local-weather/cloud-shadows/cloudpos-x[18]</use>
</cloudpos19_x>
<cloudpos19_y>
<use>/local-weather/cloud-shadows/cloudpos-y[18]</use>
</cloudpos19_y>
<cloudpos20_x>
<use>/local-weather/cloud-shadows/cloudpos-x[19]</use>
</cloudpos20_x>
<cloudpos20_y>
<use>/local-weather/cloud-shadows/cloudpos-y[19]</use>
</cloudpos20_y>
<cloudpos_n_x>
<use>/local-weather/cloud-shadows/nearest-cloudpos-x</use>
</cloudpos_n_x>
<cloudpos_n_y>
<use>/local-weather/cloud-shadows/nearest-cloudpos-y</use>
</cloudpos_n_y>
<cloud_shadow_flag>
<use>/local-weather/cloud-shadows/cloud-shadow-flag</use>
</cloud_shadow_flag>
<!-- BEGIN shadows include -->
<shadows_enabled>
<use>/sim/rendering/als/shadows/enabled</use>
</shadows_enabled>
<sun_atlas_size>
<use>/sim/rendering/als/shadows/sun-atlas-size</use>
</sun_atlas_size>
<!-- END shadows include -->
</parameters>
<!-- put techniques at a "high" index to allow derived effects to
insert their own techniques first. -->
<technique n="19">
<scheme>als-lighting</scheme>
<predicate>
<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>
<texture-unit>
<unit>0</unit>
<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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/Default/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/terrain-nocolor.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass> -->
<pass>
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[1]/image</use>
</image>
<filter>
<use>texture[1]/filter</use>
</filter>
<wrap-s>
<use>texture[1]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[1]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<image>
<use>texture[3]/image</use>
</image>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/generic-base.vert</vertex-shader>
<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
<fragment-shader>Shaders/ALS/ws30.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
<fragment-shader>Shaders/ALS/shadows-include.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value>
<use>ground_scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value>
<use>terrain_alt</use>
</value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value>
<use>overcast</use>
</value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value>
<use>eye_alt</use>
</value>
</uniform>
<uniform>
<name>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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>landclass</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>texture1</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>texture2</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>texture3</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<!-- BEGIN shadows include -->
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">10</value>
</uniform>
<uniform>
<name>shadows_enabled</name>
<type>bool</type>
<value>
<use>shadows_enabled</use>
</value>
</uniform>
<uniform>
<name>sun_atlas_size</name>
<type>int</type>
<value>
<use>sun_atlas_size</use>
</value>
</uniform>
<!-- END shadows include -->
<depth>
<function>lequal</function>
<!-- <write-mask type="bool">false</write-mask> -->
</depth>
</pass>
</technique>
</PropertyList>

View file

@ -0,0 +1,278 @@
// WS30 FRAGMENT SHADER
// -*-C++-*-
#version 120
// 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 vec3 relPos;
uniform float fg_Fcoef;
uniform sampler2D landclass;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
varying float yprime_alt;
varying float mie_angle;
varying float flogz;
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 cloud_self_shading;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float fog_func (in float targ, in float alt);
vec3 get_hazeColor(in float light_arg);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
}
void main()
{
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 texel;
vec4 lc;
vec4 fragColor;
vec4 specular = vec4(0.0);
float intensity;
float effective_scattering = min(scattering, cloud_self_shading);
vec4 light_specular = gl_LightSource[0].specular;
// If gl_Color.a == 0, this is a back-facing polygon and the
// normal should be reversed.
n = (2.0 * gl_Color.a - 1.0) * normal;
n = normalize(n);
NdotL = dot(n, lightDir);
if (NdotL > 0.0) {
float shadowmap = getShadowing();
color += diffuse_term * NdotL * shadowmap;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
* light_specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess)
* shadowmap);
}
color.a = diffuse_term.a;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.
color = clamp(color, 0.0, 1.0);
/*
landclass = texture2D(texture, gl_TexCoord[0].st);
texel = (landclass.r > 0.148) * texture2D(texture, gl_TexCoord[3].st) +
(landclass.g < 0.02) * texture2D(texture, gl_TexCoord[2].st) +
(1 - ((landclass.r > 0.148) || (landclass.g < 0.02))) * texture2D(texture, gl_TexCoord[1].st);
*/
lc = texture2D(landclass, gl_TexCoord[0].st);
if (lc.r > 0.148) {
// Water
texel = texture2D(texture3, gl_TexCoord[0].st);
} else if (lc.g > 0.02) {
texel = texture2D(texture1, gl_TexCoord[0].st);
} else {
texel = texture2D(texture2, gl_TexCoord[0].st);
}
//texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel + specular;
// here comes the terrain haze model
float delta_z = hazeLayerAltitude - eye_alt;
float dist = length(relPos);
float mvisibility = min(visibility,avisibility);
if (dist > 0.04 * mvisibility)
{
alt = eye_alt;
float transmission;
float vAltitude;
float delta_zv;
float H;
float distance_in_layer;
float transmission_arg;
// angle with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
if (delta_z > 0.0) // we're inside the layer
{
if (ct < 0.0) // we look down
{
distance_in_layer = dist;
vAltitude = min(distance_in_layer,mvisibility) * 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)
{
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
{
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, alt);
// 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 = get_hazeColor(lightArg);
// now dim the light for haze
eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
// Mie-like factor
if (lightArg < 10.0)
{intensity = length(hazeColor);
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
}
// high altitude desaturation of the haze color
intensity = length(hazeColor);
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
// blue hue of haze
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
// additional blue in indirect light
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
intensity = length(hazeColor);
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
//intensity = length(hazeColor);
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(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
// don't let the light fade out too rapidly
lightArg = (terminator + 200000.0)/100000.0;
float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
hazeColor *= eqColorFactor * eShade;
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
// determine the right mix of transmission and haze
fragColor.rgb = mix(hazeColor, fragColor.rgb,transmission);
}
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
// logarithmic depth
gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}

View file

@ -11,6 +11,33 @@
<PropertyList>
<material n="3000">
<name>ws30</name>
<effect>Effects/ws30</effect>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>4000000.0</light-coverage>
<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>
<!-- Signage -->
<material n="1000">