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Moved cloud shadows for vegetation into vertex shader, has much better performance

This commit is contained in:
Thorsten Renk 2014-03-17 09:01:20 +02:00
parent 553fd2c171
commit 6cce2e64d4
3 changed files with 18 additions and 30 deletions

View file

@ -119,8 +119,8 @@
<alpha-to-coverage>true</alpha-to-coverage>
<program>
<vertex-shader>Shaders/tree-haze.vert</vertex-shader>
<vertex-shader>Shaders/cloud-shadowfunc.frag</vertex-shader>
<fragment-shader>Shaders/tree-haze.frag</fragment-shader>
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
@ -472,8 +472,8 @@
</alpha-test>
<program>
<vertex-shader>Shaders/tree-haze.vert</vertex-shader>
<vertex-shader>Shaders/cloud-shadowfunc.frag</vertex-shader>
<fragment-shader>Shaders/tree-haze.frag</fragment-shader>
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>

View file

@ -27,7 +27,7 @@ uniform float dust_cover_factor;
uniform int quality_level;
uniform int tquality_level;
uniform int cloud_shadow_flag;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
@ -35,7 +35,6 @@ const float terminator_width = 200000.0;
float alt;
float mie_angle;
float shadow_func (in float x, in float y, in float noise, in float dist);
float luminance(vec3 color)
{
@ -148,10 +147,6 @@ void main()
vec4 fragColor = vec4 (gl_Color.xyz,1.0) * texel;
if (cloud_shadow_flag == 1)
{
fragColor.rgb = fragColor.rgb * (0.5 + 0.5 * shadow_func(relPos.x, relPos.y, 1.0, dist));
}
// here comes the terrain haze model

View file

@ -39,9 +39,13 @@ uniform float WindE;
uniform float osg_SimulationTime;
uniform int cloud_shadow_flag;
float earthShade;
float mie_angle;
float shadow_func (in float x, in float y, in float noise, in float dist);
// 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;
@ -165,14 +169,6 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
{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.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
@ -190,8 +186,7 @@ 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) ));
//intensity = length(light_diffuse.rgb);
//light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}
@ -217,30 +212,25 @@ else
}
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); }
{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.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);
}
@ -248,11 +238,14 @@ else // the faster, full-day version without lightfields
// tree shader lighting
//vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n);
if (cloud_shadow_flag == 1)
{light_ambient.rgb = light_ambient.rgb * (0.5 + 0.5 * shadow_func(relPos.x, relPos.y, 1.0, dist));}
vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + light_ambient * gl_FrontMaterial.ambient;
gl_FrontColor = ambientColor;// + light_diffuse * vec4(diffuse, 1.0);
gl_FrontColor = ambientColor;
gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
//gl_FrontColor.a = 1.0; gl_BackColor.a = 1.0;