Moved cloud shadows for vegetation into vertex shader, has much better performance
This commit is contained in:
parent
553fd2c171
commit
6cce2e64d4
3 changed files with 18 additions and 30 deletions
|
@ -119,8 +119,8 @@
|
||||||
<alpha-to-coverage>true</alpha-to-coverage>
|
<alpha-to-coverage>true</alpha-to-coverage>
|
||||||
<program>
|
<program>
|
||||||
<vertex-shader>Shaders/tree-haze.vert</vertex-shader>
|
<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/tree-haze.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
|
|
||||||
</program>
|
</program>
|
||||||
<uniform>
|
<uniform>
|
||||||
<name>visibility</name>
|
<name>visibility</name>
|
||||||
|
@ -472,8 +472,8 @@
|
||||||
</alpha-test>
|
</alpha-test>
|
||||||
<program>
|
<program>
|
||||||
<vertex-shader>Shaders/tree-haze.vert</vertex-shader>
|
<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/tree-haze.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
|
|
||||||
</program>
|
</program>
|
||||||
<uniform>
|
<uniform>
|
||||||
<name>visibility</name>
|
<name>visibility</name>
|
||||||
|
|
|
@ -27,7 +27,7 @@ uniform float dust_cover_factor;
|
||||||
|
|
||||||
uniform int quality_level;
|
uniform int quality_level;
|
||||||
uniform int tquality_level;
|
uniform int tquality_level;
|
||||||
uniform int cloud_shadow_flag;
|
|
||||||
|
|
||||||
const float EarthRadius = 5800000.0;
|
const float EarthRadius = 5800000.0;
|
||||||
const float terminator_width = 200000.0;
|
const float terminator_width = 200000.0;
|
||||||
|
@ -35,7 +35,6 @@ const float terminator_width = 200000.0;
|
||||||
float alt;
|
float alt;
|
||||||
float mie_angle;
|
float mie_angle;
|
||||||
|
|
||||||
float shadow_func (in float x, in float y, in float noise, in float dist);
|
|
||||||
|
|
||||||
float luminance(vec3 color)
|
float luminance(vec3 color)
|
||||||
{
|
{
|
||||||
|
@ -148,10 +147,6 @@ void main()
|
||||||
|
|
||||||
vec4 fragColor = vec4 (gl_Color.xyz,1.0) * texel;
|
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
|
// here comes the terrain haze model
|
||||||
|
|
|
@ -39,9 +39,13 @@ uniform float WindE;
|
||||||
|
|
||||||
uniform float osg_SimulationTime;
|
uniform float osg_SimulationTime;
|
||||||
|
|
||||||
|
uniform int cloud_shadow_flag;
|
||||||
|
|
||||||
float earthShade;
|
float earthShade;
|
||||||
float mie_angle;
|
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?
|
// This is the value used in the skydome scattering shader - use the same here for consistency?
|
||||||
const float EarthRadius = 5800000.0;
|
const float EarthRadius = 5800000.0;
|
||||||
const float terminator_width = 200000.0;
|
const float terminator_width = 200000.0;
|
||||||
|
@ -165,14 +169,6 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
||||||
{mie_angle = 1.0;}
|
{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.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.g = light_ambient.r * 0.4/0.33;
|
||||||
light_ambient.b = light_ambient.r * 0.5/0.33;
|
light_ambient.b = light_ambient.r * 0.5/0.33;
|
||||||
|
@ -190,8 +186,7 @@ if (earthShade < 0.5)
|
||||||
intensity = length(light_ambient.rgb);
|
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 = 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
|
else // the faster, full-day version without lightfields
|
||||||
{
|
{
|
||||||
//vertex_alt = max(gl_Vertex.z,100.0);
|
|
||||||
|
|
||||||
earthShade = 1.0;
|
earthShade = 1.0;
|
||||||
mie_angle = 1.0;
|
mie_angle = 1.0;
|
||||||
|
|
||||||
if (terminator > 3000000.0)
|
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
|
else
|
||||||
{
|
{
|
||||||
|
|
||||||
lightArg = (terminator/100000.0 - 10.0)/20.0;
|
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.r = 0.316 + lightArg * 0.016;
|
||||||
light_ambient.g = light_ambient.r * 0.4/0.33;
|
light_ambient.g = light_ambient.r * 0.4/0.33;
|
||||||
light_ambient.b = light_ambient.r * 0.5/0.33;
|
light_ambient.b = light_ambient.r * 0.5/0.33;
|
||||||
light_ambient.a = 1.0;
|
light_ambient.a = 1.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
//light_diffuse = light_diffuse * scattering;
|
|
||||||
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
|
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -248,11 +238,14 @@ else // the faster, full-day version without lightfields
|
||||||
|
|
||||||
// tree shader lighting
|
// 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;
|
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 = mie_angle; gl_BackColor.a = mie_angle;
|
||||||
//gl_FrontColor.a = 1.0; gl_BackColor.a = 1.0;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue