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WS30: Photoscenery shaders

This commit is contained in:
Stuart Buchanan 2021-11-09 20:27:23 +00:00
parent fb6da32cec
commit 6b943c5e5c
7 changed files with 99 additions and 297 deletions

View file

@ -1450,147 +1450,6 @@
</pass>
</technique>
<!-- Photoscenery -->
<technique n="4">
<predicate>
<and>
<and>
<property>/sim/rendering/photoscenery/enabled</property>
</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>
<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>
<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>Shaders/include_fog.vert</vertex-shader>
<vertex-shader>Shaders/default.vert</vertex-shader>
<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
<fragment-shader>Shaders/ws30-photo.frag</fragment-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>orthophotoTexCoord</name>
<index>14</index>
</attribute>
</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>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value><use>fogtype</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<uniform>
<name>orthophotoTexture</name>
<type>sampler-2d</type>
<value type="int">15</value>
</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>
<!-- Non-ALS technique with texture rotation -->
<technique n="11">
<predicate>

View file

@ -86,7 +86,8 @@ uniform float hires_overlay_bias;
uniform int quality_level;
uniform int tquality_level;
//uniform bool orthophotoAvailable;
// Passed from VPBTechnique, not the Effect
uniform bool photoScenery;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
@ -307,33 +308,31 @@ float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
// Look up texture coordinates and scale of ground textures
// Landclass for this fragment
if (photoScenery) {
texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
} else {
texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
if (num_unique_neighbors != 0)
{
// Closest neighbor landclass
vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
if (num_unique_neighbors != 0)
{
// Closest neighbor landclass
vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
// Neighbor contributions
vec4 texel_nc=texel_closest;
// Neighbor contributions
vec4 texel_nc=texel_closest;
if (num_unique_neighbors > 1)
{
// 2nd Closest neighbor landclass
vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
// 2nd Closest neighbor landclass
vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
dx, dy);
texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
}
texel = mix(texel, texel_nc, mfact[0]);
texel = mix(texel, texel_nc, mfact[0]);
}
}
// Testing code: mix with green to show values of variables at each point

View file

@ -107,7 +107,8 @@ uniform int use_alt_landing_light;
// Testing code: Currently hardcoded to 2000, to allow noise functions to run while waiting for landclass lookup(s)
uniform int swatch_size; //in metres, typically 1000 or 2000
//uniform bool orthophotoAvailable;
// Passed from VPBTechnique, not the Effect
uniform bool photoScenery;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
@ -402,33 +403,31 @@ float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness),
// Look up texture coordinates and scale of ground textures
// Landclass for this fragment
if (photoScenery) {
texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
} else {
texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
if (num_unique_neighbors != 0)
{
// Closest neighbor landclass
vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
if (num_unique_neighbors != 0)
{
// Closest neighbor landclass
vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
// Neighbor contributions
vec4 texel_nc=texel_closest;
// Neighbor contributions
vec4 texel_nc=texel_closest;
if (num_unique_neighbors > 1)
{
// 2nd Closest neighbor landclass
vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
// 2nd Closest neighbor landclass
vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
dx, dy);
texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
}
texel = mix(texel, texel_nc, mfact[0]);
texel = mix(texel, texel_nc, mfact[0]);
}
}
// Testing code: mix with green to show values of variables at each point

View file

@ -69,6 +69,7 @@ uniform float cloud_self_shading;
uniform int tile_level;
uniform float tile_width;
uniform float tile_height;
uniform bool photoScenery;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
@ -269,34 +270,32 @@ void main()
// Look up texture coordinates and scale of ground textures
// Landclass for this fragment
if (photoScenery) {
texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
} else {
// Landclass for this fragment
texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
if (num_unique_neighbors != 0)
{
// Closest neighbor landclass
vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
if (num_unique_neighbors != 0)
{
// Closest neighbor landclass
vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
// Neighbor contributions
vec4 texel_nc=texel_closest;
// Neighbor contributions
vec4 texel_nc=texel_closest;
if (num_unique_neighbors > 1)
{
// 2nd Closest neighbor landclass
vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
// 2nd Closest neighbor landclass
vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
dx, dy);
texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
}
texel = mix(texel, texel_nc, mfact[0]);
texel = mix(texel, texel_nc, mfact[0]);
}
}
// Testing code: mix with green to show values of variables at each point

View file

@ -1,68 +0,0 @@
// -*-C++-*-
// Ambient term comes in gl_Color.rgb.
#version 120
varying vec4 diffuse_term;
varying vec3 normal;
varying vec2 orthoTexCoord;
varying vec4 ecPosition;
uniform sampler2D texture;
////fog "include" /////
uniform int fogType;
uniform bool orthophotoAvailable;
vec3 fog_Func(vec3 color, int type);
//////////////////////
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
}
void main()
{
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 fragColor;
vec4 specular = vec4(0.0);
// 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
* gl_LightSource[0].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);
texel = texture2D(texture, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}

View file

@ -16,6 +16,7 @@ uniform sampler2D perlin;
// Passed from VPBTechnique, not the Effect
uniform float tile_width;
uniform float tile_height;
uniform bool photoScenery;
// See include_fog.frag
uniform int fogType;
@ -27,10 +28,8 @@ void main()
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 texel;
vec4 fragColor;
// The Landclass for this particular fragment. This can be used to
// index into the atlas textures.
int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
vec4 color = vec4(0.9, 0.9, 0.9, 1.0);
vec4 specular = vec4(0.1, 0.1, 0.1, 1.0);
// If gl_Color.a == 0, this is a back-facing polygon and the
// normal should be reversed.
@ -39,25 +38,33 @@ void main()
float NdotL = dot(n, lightDir);
float NdotHV = max(dot(n, halfVector), 0.0);
// Different textures have different have different dimensions.
// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
vec4 color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
vec4 specular = texture(specularArray, float(lc)/512.0);
vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
vec2 st = atlas_scale * gl_TexCoord[0].st;
if (photoScenery) {
texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
} else {
// The Landclass for this particular fragment. This can be used to
// index into the atlas textures.
int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
// Rotate texture using the perlin texture as a mask to reduce tiling
if (step(0.5, texture(perlin, atlas_scale * gl_TexCoord[0].st / 8.0).r) == 1.0) {
st = vec2(atlas_scale.s * gl_TexCoord[0].t, atlas_scale.t * gl_TexCoord[0].s);
// Different textures have different have different dimensions.
// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
//color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
//specular = texture(specularArray, float(lc)/512.0);
vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
vec2 st = atlas_scale * gl_TexCoord[0].st;
// Rotate texture using the perlin texture as a mask to reduce tiling
if (step(0.5, texture(perlin, atlas_scale * gl_TexCoord[0].st / 8.0).r) == 1.0) {
st = vec2(atlas_scale.s * gl_TexCoord[0].t, atlas_scale.t * gl_TexCoord[0].s);
}
if (step(0.5, texture(perlin, - atlas_scale * gl_TexCoord[0].st / 16.0).r) == 1.0) {
st = -st;
}
texel = texture(atlas, vec3(st, lc));
}
if (step(0.5, texture(perlin, - atlas_scale * gl_TexCoord[0].st / 16.0).r) == 1.0) {
st = -st;
}
texel = texture(atlas, vec3(st, lc));
fragColor = color * texel + pow(NdotHV, gl_FrontMaterial.shininess) * gl_LightSource[0].specular * specular;
fragColor.rgb = fog_Func(fragColor.rgb, fogType);

View file

@ -15,6 +15,7 @@ uniform sampler1D specularArray;
// Passed from VPBTechnique, not the Effect
uniform float tile_width;
uniform float tile_height;
uniform bool photoScenery;
// See include_fog.frag
uniform int fogType;
@ -26,10 +27,8 @@ void main()
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 texel;
vec4 fragColor;
// The Landclass for this particular fragment. This can be used to
// index into the atlas textures.
int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
vec4 color = vec4(0.9, 0.9, 0.9, 1.0);
vec4 specular = vec4(0.1, 0.1, 0.1, 1.0);
// If gl_Color.a == 0, this is a back-facing polygon and the
// normal should be reversed.
@ -38,14 +37,22 @@ void main()
float NdotL = dot(n, lightDir);
float NdotHV = max(dot(n, halfVector), 0.0);
// Different textures have different have different dimensions.
// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
vec4 color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
vec4 specular = texture(specularArray, float(lc)/512.0);
vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
if (photoScenery) {
texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
} else {
// The Landclass for this particular fragment. This can be used to
// index into the atlas textures.
int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc));
// Different textures have different have different dimensions.
// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
//color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
//specular = texture(specularArray, float(lc)/512.0);
vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc));
}
fragColor = color * texel + pow(NdotHV, gl_FrontMaterial.shininess) * gl_LightSource[0].specular * specular;