diff --git a/Effects/shadow-vol.eff b/Effects/shadow-vol.eff new file mode 100644 index 000000000..bc9abf9b4 --- /dev/null +++ b/Effects/shadow-vol.eff @@ -0,0 +1,370 @@ + + + Effects/shadow + + + + white + + false + + 1 + + + 0 + + /environment/ground-visibility-m + /environment/visibility-m + /environment/ground-haze-thickness-m + /rendering/scene/scattering + /environment/surface/scattering + /environment/terminator-relative-position-m + /environment/mean-terrain-elevation-m + /rendering/scene/overcast + /sim/rendering/eye-altitude-m + /environment/cloud-self-shading + /environment/moonlight + /position/altitude-agl-m + /orientation/model/pitch-deg + /orientation/model/roll-deg + 0.5 + + + + + + + /sim/rendering/shaders/skydome + + + 2.0 + + + + GL_ARB_shader_objects + GL_ARB_shading_language_100 + GL_ARB_vertex_shader + GL_ARB_fragment_shader + + + + + + + + true + + material/active + material/ambient + material/diffuse + material/specular + material/emissive + material/shininess + material/color-mode + + + blend/active + blend/source + blend/destination + + shade-model + cull-face + + 10 + DepthSortedBin + + rendering-hint + + 0 + texture[0]/type + texture[0]/image + texture[0]/filter + texture[0]/wrap-s + texture[0]/wrap-t + + + Shaders/shadow-vol-ALS.vert + Shaders/trivial.frag + + + hazeLayerAltitude + float + lthickness + + + scattering + float + scattering + + + terminator + float + terminator + + + ground_scattering + float + ground_scattering + + + terrain_alt + float + terrain_alt + + + overcast + float + overcast + + + eye_alt + float + eye_alt + + + moonlight + float + moonlight + + + alt_agl + float + alt_agl + + + pitch + float + model-pitch + + + roll + float + model-roll + + + gear_clearance + float + gear_clearance + + + lequal + true + + 0 0 0 0 + + + + true + + material/active + material/ambient + material/diffuse + material/specular + material/emissive + material/shininess + material/color-mode + + + blend/active + blend/source + blend/destination + + shade-model + back + + 10 + DepthSortedBin + + rendering-hint + + + 0 + + texture[0]/type + texture[0]/image + texture[0]/filter + texture[0]/wrap-s + texture[0]/wrap-t + + + + + + Shaders/shadow-vol-ALS.vert + Shaders/shadow-ALS.frag + + + visibility + float + visibility + + + avisibility + float + avisibility + + + hazeLayerAltitude + float + lthickness + + + scattering + float + scattering + + + terminator + float + terminator + + + ground_scattering + float + ground_scattering + + + terrain_alt + float + terrain_alt + + + overcast + float + overcast + + + eye_alt + float + eye_alt + + + cloud_self_shading + float + cloud_self_shading + + + moonlight + float + moonlight + + + alt_agl + float + alt_agl + + + pitch + float + model-pitch + + + roll + float + model-roll + + + gear_clearance + float + gear_clearance + + + equal + true + + + + + + + + true + + + material/active + + + material/ambient + + + material/diffuse + + + material/specular + + + material/emissive + + + material/shininess + + + material/color-mode + + + + + blend/active + + + blend/source + + + blend/destination + + + + shade-model + + + cull-face + + + rendering-hint + + + + texture[0]/active + + 0 + + texture[0]/image + + + texture[0]/type + + + texture[0]/filter + + + texture[0]/wrap-s + + + texture[0]/wrap-t + + + + modulate + + + + + + diff --git a/Shaders/shadow-vol-ALS.vert b/Shaders/shadow-vol-ALS.vert new file mode 100644 index 000000000..84ed5e383 --- /dev/null +++ b/Shaders/shadow-vol-ALS.vert @@ -0,0 +1,100 @@ +// -*-C++-*- + + +#version 120 + +uniform float hazeLayerAltitude; +uniform float terminator; +uniform float terrain_alt; +uniform float overcast; +uniform float ground_scattering; +uniform float eye_alt; +uniform float moonlight; +uniform float alt_agl; +uniform float pitch; +uniform float roll; +uniform float gear_clearance; + + + +const float EarthRadius = 5800000.0; +const float terminator_width = 200000.0; + +void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat) +{ + rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0, + 0.0 , cosRx , -sinRx * cosRx, 0.0, + -sinRy, sinRx * cosRy, cosRx * cosRy , 0.0, + 0.0 , 0.0 , 0.0 , 1.0 ); +} + +float light_func (in float x, in float a, in float b, in float c, in float d, in float e) +{ + +if (x < -15.0) {return 0.0;} + +return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); +} + +void main() +{ + + + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); + vec3 relPos = gl_Vertex.xyz - ep.xyz; + + + // compute the strength of light + float vertex_alt = max(gl_Vertex.z,100.0); + float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt); + vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz; + vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0)); + float yprime = -dot(relPos, lightHorizon); + float yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt); + float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; + float lightArg = (terminator-yprime_alt)/100000.0; + vec4 light_diffuse; + 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; + 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); + + light_diffuse.rgb = light_diffuse.rgb * (1.0 + 1.2 * shade_depth); + + + //prepare rotation matrix + mat4 RotMatPR; + + float _roll = roll; + + + if (_roll>90.0 || _roll < -90.0) + {_roll = -_roll;} + float cosRx = cos(radians(_roll)); + float sinRx = sin(radians(_roll)); + 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; +}