Improvements to sky reflection in ALS water shaders
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4 changed files with 34 additions and 97 deletions
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@ -361,6 +361,7 @@
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<program>
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<vertex-shader>Shaders/water-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/water-ALS-high.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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@ -373,6 +373,7 @@
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<program>
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<vertex-shader>Shaders/water-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/water-ALS-high.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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@ -13,7 +13,6 @@ uniform sampler2D water_dudvmap;
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uniform sampler2D sea_foam;
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uniform sampler2D perlin_normalmap;
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uniform sampler3D Noise;
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uniform float saturation, Overcast, WindE, WindN;
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uniform float osg_SimulationTime;
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@ -394,6 +393,19 @@ void main(void)
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vec3 specular_color = vec3(specular_light)
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* pow(max(0.0, dot(N, Hv)), water_shininess) * 6.0;
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// secondary reflection of sky irradiance
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vec3 ER = E - 2.0 * N * dot(E,N);
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float ctrefl = dot(vec3(0.0,0.0,1.0), -normalize(ER));
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//float fresnel = -0.5 + 8.0 * (1.0-smoothstep(0.0,0.4, dot(E,N)));
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float fresnel = 8.0 * (1.0-smoothstep(0.0,0.4, dot(E,N)));
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//specular_color += (ctrefl*ctrefl) * fresnel* specular_light.rgb;
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specular_color += ((0.15*(1.0-ctrefl* ctrefl) * fresnel) - 0.3) * specular_light.rgb;
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vec4 specular = vec4(specular_color, 0.5);
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specular = specular * saturation * 0.3 * earthShade ;
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@ -15,7 +15,6 @@ uniform sampler2D perlin_normalmap;
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uniform sampler2D ice_texture;
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uniform sampler2D topo_map;
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uniform sampler3D Noise;
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uniform float saturation, Overcast, WindE, WindN;
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uniform float osg_SimulationTime;
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@ -79,7 +78,8 @@ const float EarthRadius = 5800000.0;
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////included functions /////
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float Noise3D(in vec3 coord, in float wavelength);
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float Noise2D(in vec2 coord, in float wavelength);
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float shadow_func (in float x, in float y, in float noise, in float dist);
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float fog_func (in float targ, in float alt);
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float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
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@ -96,94 +96,6 @@ vec3 landing_light(in float offset);
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/////// functions /////////
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float rand2D(in vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float rand3D(in vec3 co){
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return fract(sin(dot(co.xyz ,vec3(12.9898,78.233,144.7272))) * 43758.5453);
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}
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float cosine_interpolate(in float a, in float b, in float x)
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{
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float ft = x * 3.1415927;
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float f = (1.0 - cos(ft)) * .5;
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return a*(1.0-f) + b*f;
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}
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float simple_interpolate(in float a, in float b, in float x)
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{
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return a + smoothstep(0.0,1.0,x) * (b-a);
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}
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float interpolatedNoise2D(in float x, in float y)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float v1 = rand2D(vec2(integer_x, integer_y));
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float v2 = rand2D(vec2(integer_x+1.0, integer_y));
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float v3 = rand2D(vec2(integer_x, integer_y+1.0));
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float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
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float i1 = simple_interpolate(v1 , v2 , fractional_x);
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float i2 = simple_interpolate(v3 , v4 , fractional_x);
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return simple_interpolate(i1 , i2 , fractional_y);
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}
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float interpolatedNoise3D(in float x, in float y, in float z)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float integer_z = z - fract(z);
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float fractional_z = z - integer_z;
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float v1 = rand3D(vec3(integer_x, integer_y, integer_z));
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float v2 = rand3D(vec3(integer_x+1.0, integer_y, integer_z));
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float v3 = rand3D(vec3(integer_x, integer_y+1.0, integer_z));
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float v4 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z));
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float v5 = rand3D(vec3(integer_x, integer_y, integer_z+1.0));
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float v6 = rand3D(vec3(integer_x+1.0, integer_y, integer_z+1.0));
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float v7 = rand3D(vec3(integer_x, integer_y+1.0, integer_z+1.0));
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float v8 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z+1.0));
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float i1 = simple_interpolate(v1,v5, fractional_z);
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float i2 = simple_interpolate(v2,v6, fractional_z);
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float i3 = simple_interpolate(v3,v7, fractional_z);
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float i4 = simple_interpolate(v4,v8, fractional_z);
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float ii1 = simple_interpolate(i1,i2,fractional_x);
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float ii2 = simple_interpolate(i3,i4,fractional_x);
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return simple_interpolate(ii1 , ii2 , fractional_y);
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}
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float Noise2D(in vec2 coord, in float wavelength)
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{
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return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
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}
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float Noise3D(in vec3 coord, in float wavelength)
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{
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return interpolatedNoise3D(coord.x/wavelength, coord.y/wavelength, coord.z/wavelength);
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}
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void rotationmatrix(in float angle, out mat4 rotmat)
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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@ -500,9 +412,6 @@ void main(void)
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if (normalmap_dds > 0)
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{N = -N;} //dds fix
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// primary reflection of the sun
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specular_light = gl_Color.rgb * earthShade;
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@ -514,8 +423,11 @@ void main(void)
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vec3 ER = E - 2.0 * N * dot(E,N);
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float ctrefl = dot(vec3(0.0,0.0,1.0), -normalize(ER));
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float fresnel = -0.5 + 8.0 * (1.0-smoothstep(0.0,0.4, dot(E,N)));
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specular_color += (ctrefl*ctrefl) * fresnel* specular_light.rgb;
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//float fresnel = -0.5 + 8.0 * (1.0-smoothstep(0.0,0.4, dot(E,N)));
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float fresnel = 8.0 * (1.0-smoothstep(0.0,0.4, dot(E,N)));
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//specular_color += (ctrefl*ctrefl) * fresnel* specular_light.rgb;
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specular_color += ((0.15*(1.0-ctrefl* ctrefl) * fresnel) - 0.3) * specular_light.rgb;
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vec4 specular = vec4(specular_color, 0.5);
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@ -782,6 +694,17 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
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}
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gl_FragColor = finalColor;
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else
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{
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float rShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt-340000.0) + 0.1;
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float lightIntensity = length(gl_Color.rgb)/1.73 * rShade;
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vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
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float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
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if ((quality_level > 5) && (tquality_level > 5))
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{finalColor.rgb = mix(finalColor.rgb, rayleighColor, rayleighStrength);}
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}
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gl_FragColor = finalColor;
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}
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