ALS fake aircraft shadow technique based on projecting a duplicate model
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370
Effects/shadow-vol.eff
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370
Effects/shadow-vol.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/shadow</name>
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<!-- <inherits-from>Effects/shadow</inherits-from> -->
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<parameters>
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<texture n ="0">
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<type>white</type>
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</texture>
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<vertex-program-two-side type="bool">false</vertex-program-two-side>
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<material>
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<color-mode-uniform>1</color-mode-uniform>
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<!-- DIFFUSE -->
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</material>
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<material-id>0</material-id>
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<!-- BEGIN fog include -->
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
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<scattering><use>/rendering/scene/scattering</use></scattering>
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<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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<overcast><use>/rendering/scene/overcast</use></overcast>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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<moonlight><use>/environment/moonlight</use></moonlight>
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<alt_agl><use>/position/altitude-agl-m</use></alt_agl>
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<model-pitch><use>/orientation/model/pitch-deg</use></model-pitch>
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<model-roll><use>/orientation/model/roll-deg</use></model-roll>
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<gear_clearance>0.5</gear_clearance>
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<!-- END fog include -->
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</parameters>
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<technique n="5">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<!-- first pass so that the depth buffer is filled, we then render only the uppermost
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layer of the projected shadow volume in the second pass to avod drawing multiple
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transparent layers on top of each other-->
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<pass>
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<lighting>true</lighting>
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<material>
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<active><use>material/active</use></active>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode><use>material/color-mode</use></color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<render-bin>
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<bin-number>10</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/shadow-vol-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/trivial.frag</fragment-shader>
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</program>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value><use>ground_scattering</use></value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>alt_agl</name>
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<type>float</type>
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<value><use>alt_agl</use></value>
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</uniform>
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<uniform>
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<name>pitch</name>
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<type>float</type>
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<value><use>model-pitch</use></value>
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</uniform>
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<uniform>
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<name>roll</name>
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<type>float</type>
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<value><use>model-roll</use></value>
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</uniform>
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<uniform>
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<name>gear_clearance</name>
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<type>float</type>
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<value><use>gear_clearance</use></value>
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</uniform>
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<depth>
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<function>lequal</function>
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<write-mask type="bool">true</write-mask>
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</depth>
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<color-mask type="vec4d">0 0 0 0</color-mask>
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</pass>
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<pass>
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<lighting>true</lighting>
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<material>
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<active><use>material/active</use></active>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode><use>material/color-mode</use></color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>10</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<!--
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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-->
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</texture-unit>
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<!--<alpha-to-coverage>true</alpha-to-coverage>-->
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<!--<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>-->
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<program>
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<vertex-shader>Shaders/shadow-vol-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/shadow-ALS.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value><use>ground_scattering</use></value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>alt_agl</name>
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<type>float</type>
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<value><use>alt_agl</use></value>
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</uniform>
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<uniform>
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<name>pitch</name>
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<type>float</type>
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<value><use>model-pitch</use></value>
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</uniform>
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<uniform>
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<name>roll</name>
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<type>float</type>
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<value><use>model-roll</use></value>
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</uniform>
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<uniform>
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<name>gear_clearance</name>
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<type>float</type>
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<value><use>gear_clearance</use></value>
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</uniform>
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<depth>
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<function>equal</function>
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<write-mask type="bool">true</write-mask>
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</depth>
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</pass>
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</technique>
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<technique n="13">
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<pass>
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<lighting>true</lighting>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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<active>
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<use>texture[0]/active</use>
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</active>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<type>
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<use>texture[0]/type</use>
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</type>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<!--
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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-->
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<environment>
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<mode>modulate</mode>
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</environment>
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</texture-unit>
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<!-- A two-sided lighting model is set by default near the root
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of the scene graph. Perhaps that ought to be set in this
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effect?
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-->
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</pass>
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</technique>
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</PropertyList>
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100
Shaders/shadow-vol-ALS.vert
Normal file
100
Shaders/shadow-vol-ALS.vert
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@ -0,0 +1,100 @@
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// -*-C++-*-
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#version 120
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uniform float hazeLayerAltitude;
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uniform float terminator;
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uniform float terrain_alt;
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uniform float overcast;
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uniform float ground_scattering;
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uniform float eye_alt;
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uniform float moonlight;
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uniform float alt_agl;
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uniform float pitch;
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uniform float roll;
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uniform float gear_clearance;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
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{
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rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
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0.0 , cosRx , -sinRx * cosRx, 0.0,
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-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
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0.0 , 0.0 , 0.0 , 1.0 );
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}
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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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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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void main()
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{
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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vec3 relPos = gl_Vertex.xyz - ep.xyz;
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// compute the strength of light
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float vertex_alt = max(gl_Vertex.z,100.0);
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float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
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vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
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vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
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float yprime = -dot(relPos, lightHorizon);
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float yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
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float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
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float lightArg = (terminator-yprime_alt)/100000.0;
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vec4 light_diffuse;
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light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
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light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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light_diffuse.a = 1.0;
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light_diffuse = light_diffuse * scattering;
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float shade_depth = 1.0 * smoothstep (0.6,0.95,ground_scattering) * (1.0-smoothstep(0.1,0.5,overcast)) * smoothstep(0.4,1.5,earthShade);
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light_diffuse.rgb = light_diffuse.rgb * (1.0 + 1.2 * shade_depth);
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//prepare rotation matrix
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mat4 RotMatPR;
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float _roll = roll;
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if (_roll>90.0 || _roll < -90.0)
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{_roll = -_roll;}
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float cosRx = cos(radians(_roll));
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float sinRx = sin(radians(_roll));
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float cosRy = cos(radians(-pitch));
|
||||
float sinRy = sin(radians(-pitch));
|
||||
|
||||
rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
|
||||
|
||||
|
||||
// project the shadow onto the ground
|
||||
vec4 vertex = RotMatPR * gl_Vertex;
|
||||
vec4 pos = vertex;
|
||||
pos.z = -0.9* alt_agl + 0.05 * vertex.z;
|
||||
//pos.z = 0.05 * (vertex.z + gear_clearance);
|
||||
|
||||
// pos.z = pos.z - offset;
|
||||
pos.xy -= lightFull.xy * 0.95* (alt_agl + vertex.z + gear_clearance)/lightFull.z;
|
||||
|
||||
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * pos;
|
||||
|
||||
gl_FrontColor = light_diffuse;
|
||||
gl_BackColor = gl_FrontColor;
|
||||
}
|
Loading…
Reference in a new issue