ALS - begin infrastructure for moonlight perception filtering
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13 changed files with 38 additions and 1 deletions
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@ -239,6 +239,7 @@
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</texture-unit>
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<program>
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<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
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<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/agriculture-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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@ -138,6 +138,7 @@
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</texture-unit>
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<program>
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<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
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<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/airfield-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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@ -139,6 +139,7 @@
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/terrain-ALS-ultra.vert</vertex-shader>
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<vertex-shader n="1">Shaders/filters-ALS.vert</vertex-shader>
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<fragment-shader n="0">Shaders/drunway-ALS.frag</fragment-shader>
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<fragment-shader n="1">Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader n="2">Shaders/noise.frag</fragment-shader>
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@ -132,6 +132,7 @@
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</texture-unit>
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<program>
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<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
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<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/airfield-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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@ -88,6 +88,7 @@
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</render-bin>
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<program>
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<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
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<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/rock-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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@ -203,6 +203,7 @@
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/terrain-ALS-ultra.vert</vertex-shader>
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<vertex-shader n="1">Shaders/filters-ALS.vert</vertex-shader>
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<fragment-shader n="0">Shaders/runway-ALS.frag</fragment-shader>
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<fragment-shader n="1">Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader n="2">Shaders/noise.frag</fragment-shader>
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@ -311,6 +311,7 @@
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</texture-unit>
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<program>
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<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
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<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-ALS-ultra.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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@ -932,6 +933,7 @@
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</texture-unit>
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<program>
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<vertex-shader>Shaders/terrain-ALS-detailed.vert</vertex-shader>
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<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-ALS-detailed.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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@ -67,6 +67,12 @@ return vec3 (0.7, 0.7, 0.7) * gain;
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}
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vec3 moonlight_perception (in vec3 light) {
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return light;
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}
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vec3 g_force (in vec3 color) {
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11
Shaders/filters-ALS.vert
Normal file
11
Shaders/filters-ALS.vert
Normal file
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@ -0,0 +1,11 @@
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// -*-C++-*-
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// This is a library of filter functions for the vertex shader
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// Thorsten Renk 2017
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vec3 moonlight_perception (in vec3 light) {
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return light;
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}
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@ -114,6 +114,7 @@ vec3 get_hazeColor(in float lightArg);
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vec3 searchlight();
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vec3 landing_light(in float offset, in float offsetv);
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vec3 filter_combined (in vec3 color) ;
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vec3 moonlight_perception (in vec3 light) ;
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vec3 addLights(in vec3 color1, in vec3 color2);
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@ -147,6 +148,7 @@ void main (void)
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///some generic light scattering parameters
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
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moonLightColor = moonlight_perception(moonLightColor);
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float alt = eye_alt;
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float effective_scattering = min(scattering, cloud_self_shading);
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@ -122,6 +122,9 @@ vec3 searchlight();
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vec3 landing_light(in float offset, in float offsetv);
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vec3 addLights(in vec3 color1, in vec3 color2);
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vec4 color_temperature (in float T);
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vec3 filter_combined (in vec3 color) ;
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vec3 moonlight_perception (in vec3 light) ;
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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@ -151,6 +154,7 @@ void main (void)
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///some generic light scattering parameters
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
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moonLightColor = moonlight_perception(moonLightColor);
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float alt = eye_alt;
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float effective_scattering = min(scattering, cloud_self_shading);
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@ -54,6 +54,8 @@ float yprime_alt;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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vec3 moonlight_perception (in vec3 light);
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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//x = x - 0.5;
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@ -72,6 +74,7 @@ void main()
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vec4 light_ambient;
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
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moonLightColor = moonlight_perception (moonLightColor);
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//float yprime_alt;
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float yprime;
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@ -51,7 +51,7 @@ uniform mat4 osg_ViewMatrixInverse;
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float earthShade;
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float yprime_alt;
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vec3 moonlight_perception (in vec3 light);
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// This is the value used in the skydome scattering shader - use the same here for consistency?
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const float EarthRadius = 5800000.0;
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@ -77,6 +77,9 @@ void main()
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight + vec3 (0.005, 0.005, 0.005);
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moonLightColor = moonlight_perception (moonLightColor);
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//float yprime_alt;
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float yprime;
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float lightArg;
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