diff --git a/Compositor/Effects/model-default.eff b/Compositor/Effects/model-default.eff
index 72e1c2abc..6cb77c73f 100644
--- a/Compositor/Effects/model-default.eff
+++ b/Compositor/Effects/model-default.eff
@@ -473,7 +473,7 @@
- Shaders/ALS/generic-base.vert
+ Shaders/ALS/model-base.vert
Shaders/ALS/shadows-include.vert
Shaders/ALS/model-base.frag
Shaders/ALS/hazes.frag
diff --git a/Compositor/Effects/model-interior-display.eff b/Compositor/Effects/model-interior-display.eff
index 5c993b362..f87b158b9 100644
--- a/Compositor/Effects/model-interior-display.eff
+++ b/Compositor/Effects/model-interior-display.eff
@@ -69,7 +69,7 @@
- Shaders/ALS/generic-base.vert
+ Shaders/ALS/model-base.vert
Shaders/ALS/model-interior-base.frag
Shaders/ALS/hazes.frag
Shaders/ALS/secondary_lights.frag
diff --git a/Compositor/Effects/model-interior.eff b/Compositor/Effects/model-interior.eff
index 225fc2e80..57395eac8 100644
--- a/Compositor/Effects/model-interior.eff
+++ b/Compositor/Effects/model-interior.eff
@@ -742,7 +742,7 @@
- Shaders/ALS/generic-base.vert
+ Shaders/ALS/model-base.vert
Shaders/ALS/model-interior-base.frag
Shaders/ALS/hazes.frag
Shaders/ALS/secondary_lights.frag
diff --git a/Compositor/Effects/terrain-default.eff b/Compositor/Effects/terrain-default.eff
index 95b9db10b..8ef3168bb 100644
--- a/Compositor/Effects/terrain-default.eff
+++ b/Compositor/Effects/terrain-default.eff
@@ -2108,7 +2108,7 @@
- Shaders/ALS/generic-base.vert
+ Shaders/ALS/terrain-base.vert
Shaders/ALS/shadows-include.vert
Shaders/ALS/terrain-base.frag
Shaders/ALS/hazes.frag
diff --git a/Compositor/Shaders/ALS/3dcloud-detailed.vert b/Compositor/Shaders/ALS/3dcloud-detailed.vert
index 946d06023..fa9b69959 100644
--- a/Compositor/Shaders/ALS/3dcloud-detailed.vert
+++ b/Compositor/Shaders/ALS/3dcloud-detailed.vert
@@ -1,6 +1,8 @@
// -*-C++-*-
#version 120
+uniform float fg_Fcoef;
+
varying float fogFactor;
varying vec3 hazeColor;
varying float mie_frag;
@@ -151,7 +153,8 @@ void main(void)
// Final position of the sprite
vec3 relVector = gl_Position.xyz - ep.xyz;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
-
+ // logarithmic depth
+ gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
// Light at the final position
diff --git a/Compositor/Shaders/ALS/3dcloud.vert b/Compositor/Shaders/ALS/3dcloud.vert
index e698f4f90..a56b4b7fb 100644
--- a/Compositor/Shaders/ALS/3dcloud.vert
+++ b/Compositor/Shaders/ALS/3dcloud.vert
@@ -1,6 +1,8 @@
// -*-C++-*-
#version 120
+uniform float fg_Fcoef;
+
varying float fogFactor;
varying vec3 hazeColor;
@@ -134,7 +136,8 @@ void main(void)
// Final position of the sprite
vec3 relVector = gl_Position.xyz - ep.xyz;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
-
+ // logarithmic depth
+ gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
// Light at the final position
diff --git a/Compositor/Shaders/ALS/agriculture.frag b/Compositor/Shaders/ALS/agriculture.frag
index ad132b962..552dca805 100644
--- a/Compositor/Shaders/ALS/agriculture.frag
+++ b/Compositor/Shaders/ALS/agriculture.frag
@@ -12,6 +12,7 @@ varying vec3 worldPos;
varying vec3 ecViewdir;
+uniform float fg_Fcoef;
uniform sampler2D texture;
uniform sampler2D mix_texture;
@@ -22,6 +23,8 @@ uniform sampler2D gradient_texture;
varying float steepness;
varying vec2 grad_dir;
+varying float flogz;
+
uniform float visibility;
uniform float avisibility;
@@ -658,6 +661,6 @@ fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility),
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
-
+gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}
diff --git a/Compositor/Shaders/ALS/airfield.frag b/Compositor/Shaders/ALS/airfield.frag
index 753ed0555..b51dacc8d 100644
--- a/Compositor/Shaders/ALS/airfield.frag
+++ b/Compositor/Shaders/ALS/airfield.frag
@@ -11,12 +11,16 @@ varying vec2 rawPos;
varying vec3 ecViewdir;
+uniform float fg_Fcoef;
+
uniform sampler2D texture;
uniform sampler2D overlay_texture;
uniform sampler2D grain_texture;
varying float steepness;
+varying float flogz;
+
uniform float visibility;
uniform float avisibility;
@@ -520,6 +524,6 @@ fragColor.rgb = mix(hazeColor+secondary_light * fog_backscatter(mvisibility), fr
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
-
+gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}
diff --git a/Compositor/Shaders/ALS/cliffs.frag b/Compositor/Shaders/ALS/cliffs.frag
index 956b93159..f1a892648 100644
--- a/Compositor/Shaders/ALS/cliffs.frag
+++ b/Compositor/Shaders/ALS/cliffs.frag
@@ -16,6 +16,10 @@ varying vec3 ecViewdir;
varying float steepness;
varying vec2 grad_dir;
+varying float flogz;
+
+
+uniform float fg_Fcoef;
uniform float visibility;
uniform float avisibility;
@@ -614,7 +618,7 @@ fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility),
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
-
+gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}
diff --git a/Compositor/Shaders/ALS/drunway.frag b/Compositor/Shaders/ALS/drunway.frag
index cc816c840..07ae0033f 100644
--- a/Compositor/Shaders/ALS/drunway.frag
+++ b/Compositor/Shaders/ALS/drunway.frag
@@ -10,6 +10,8 @@ varying vec2 rawPos;
varying vec3 ecViewdir;
+uniform float fg_Fcoef;
+
uniform sampler2D texture;
uniform sampler2D NormalTex;
uniform sampler2D mix_texture;
@@ -17,6 +19,8 @@ uniform sampler2D grain_texture;
varying float steepness;
+varying float flogz;
+
uniform float visibility;
uniform float avisibility;
@@ -499,6 +503,6 @@ fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility) ,
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
-
+gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}
diff --git a/Compositor/Shaders/ALS/model-base.vert b/Compositor/Shaders/ALS/model-base.vert
new file mode 100644
index 000000000..963c4ca87
--- /dev/null
+++ b/Compositor/Shaders/ALS/model-base.vert
@@ -0,0 +1,254 @@
+// -*-C++-*-
+#version 120
+
+// Shader that uses OpenGL state values to do per-pixel lighting
+//
+// The only light used is gl_LightSource[0], which is assumed to be
+// directional.
+//
+// Diffuse colors come from the gl_Color, ambient from the material. This is
+// equivalent to osg::Material::DIFFUSE.
+// Haze part added by Thorsten Renk, Oct. 2011
+
+
+#define MODE_OFF 0
+#define MODE_DIFFUSE 1
+#define MODE_AMBIENT_AND_DIFFUSE 2
+
+uniform float fg_Fcoef;
+
+// The constant term of the lighting equation that doesn't depend on
+// the surface normal is passed in gl_{Front,Back}Color. The alpha
+// component is set to 1 for front, 0 for back in order to work around
+// bugs with gl_FrontFacing in the fragment shader.
+varying vec4 diffuse_term;
+varying vec3 normal;
+varying vec3 relPos;
+varying vec4 ecPosition;
+
+varying float yprime_alt;
+varying float mie_angle;
+
+uniform int colorMode;
+uniform float hazeLayerAltitude;
+uniform float terminator;
+uniform float terrain_alt;
+uniform float avisibility;
+uniform float visibility;
+uniform float overcast;
+uniform float ground_scattering;
+uniform float moonlight;
+
+
+void setupShadows(vec4 eyeSpacePos);
+
+// 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;
+
+
+float earthShade;
+
+float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
+{
+//x = x - 0.5;
+
+// use the asymptotics to shorten computations
+if (x < -15.0) {return 0.0;}
+
+return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
+}
+
+
+void main()
+{
+
+ vec4 light_diffuse;
+ vec4 light_ambient;
+ vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
+ vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
+
+
+ //float yprime_alt;
+ float yprime;
+ float lightArg;
+ float intensity;
+ float vertex_alt;
+ float scattering;
+
+// this code is copied from default.vert
+
+ ecPosition = gl_ModelViewMatrix * gl_Vertex;
+ gl_Position = ftransform();
+ // logarithmic depth
+ gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ normal = gl_NormalMatrix * gl_Normal;
+ vec4 ambient_color, diffuse_color;
+ if (colorMode == MODE_DIFFUSE) {
+ diffuse_color = gl_Color;
+ ambient_color = gl_FrontMaterial.ambient;
+ } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
+ diffuse_color = gl_Color;
+ ambient_color = gl_Color;
+ } else {
+ diffuse_color = gl_FrontMaterial.diffuse;
+ ambient_color = gl_FrontMaterial.ambient;
+ }
+
+
+
+ // here start computations for the haze layer
+ // we need several geometrical quantities
+
+ // first current altitude of eye position in model space
+ vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
+
+ // and relative position to vector
+ relPos = gl_Vertex.xyz - ep.xyz;
+
+ // unfortunately, we need the distance in the vertex shader, although the more accurate version
+ // is later computed in the fragment shader again
+ float dist = length(relPos);
+
+ // altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
+ vertex_alt = max(gl_Vertex.z,100.0);
+ scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
+
+
+ // branch dependent on daytime
+
+if (terminator < 1000000.0) // the full, sunrise and sunset computation
+{
+
+
+ // establish coordinates relative to sun position
+
+ vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
+ vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
+
+
+
+ // yprime is the distance of the vertex into sun direction
+ yprime = -dot(relPos, lightHorizon);
+
+ // this gets an altitude correction, higher terrain gets to see the sun earlier
+ yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
+
+ // two times terminator width governs how quickly light fades into shadow
+ // now the light-dimming factor
+ earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
+
+ // parametrized version of the Flightgear ground lighting function
+ lightArg = (terminator-yprime_alt)/100000.0;
+
+ // directional scattering for low sun
+ if (lightArg < 10.0)
+ {mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
+ else
+ {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;
+ light_ambient.a = 1.0;
+
+
+
+
+// correct ambient light intensity and hue before sunrise
+if (earthShade < 0.5)
+ {
+ //light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
+ intensity = length(light_ambient.xyz);
+
+ light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
+ light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
+
+ intensity = length(light_diffuse.xyz);
+ light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
+ }
+
+
+// the haze gets the light at the altitude of the haze top if the vertex in view is below
+// but the light at the vertex if the vertex is above
+
+vertex_alt = max(vertex_alt,hazeLayerAltitude);
+
+if (vertex_alt > hazeLayerAltitude)
+ {
+ if (dist > 0.8 * avisibility)
+ {
+ vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
+ yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
+ }
+ }
+else
+ {
+ vertex_alt = hazeLayerAltitude;
+ yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
+ }
+
+}
+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, 0.0);
+ light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
+ 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);
+}
+
+
+// default lighting based on texture and material using the light we have just computed
+
+ diffuse_term = diffuse_color* light_diffuse;
+ vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
+ (gl_LightModel.ambient + light_ambient);
+ // Super hack: if diffuse material alpha is less than 1, assume a
+ // transparency animation is at work
+ if (gl_FrontMaterial.diffuse.a < 1.0)
+ diffuse_term.a = gl_FrontMaterial.diffuse.a;
+ else
+ diffuse_term.a = gl_Color.a;
+ // Another hack for supporting two-sided lighting without using
+ // gl_FrontFacing in the fragment shader.
+ gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
+ gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
+
+ setupShadows(gl_ModelViewMatrix * gl_Vertex);
+}
+
+
+
+
diff --git a/Compositor/Shaders/ALS/model-interior-detailed.vert b/Compositor/Shaders/ALS/model-interior-detailed.vert
index 8010c8650..e7ae64eb5 100644
--- a/Compositor/Shaders/ALS/model-interior-detailed.vert
+++ b/Compositor/Shaders/ALS/model-interior-detailed.vert
@@ -15,6 +15,8 @@
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
+uniform float fg_Fcoef;
+
// The constant term of the lighting equation that doesn't depend on
// the surface normal is passed in gl_{Front,Back}Color. The alpha
// component is set to 1 for front, 0 for back in order to work around
@@ -85,6 +87,8 @@ void main()
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
+ // logarithmic depth
+ gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
vec4 ambient_color, diffuse_color;
diff --git a/Compositor/Shaders/ALS/model-ultra.vert b/Compositor/Shaders/ALS/model-ultra.vert
index 844aadf99..fd313c77a 100644
--- a/Compositor/Shaders/ALS/model-ultra.vert
+++ b/Compositor/Shaders/ALS/model-ultra.vert
@@ -16,6 +16,8 @@ varying float alpha;
attribute vec3 tangent;
attribute vec3 binormal;
+uniform float fg_Fcoef;
+
uniform float pitch;
uniform float roll;
uniform float hdg;
@@ -113,6 +115,8 @@ void main(void)
* (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
+ // logarithmic depth
+ gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
setupShadows(ecPosition);
diff --git a/Compositor/Shaders/ALS/rock.frag b/Compositor/Shaders/ALS/rock.frag
index 170e1bbb5..026c97559 100644
--- a/Compositor/Shaders/ALS/rock.frag
+++ b/Compositor/Shaders/ALS/rock.frag
@@ -15,6 +15,10 @@ varying vec3 ecViewdir;
varying float steepness;
varying vec2 grad_dir;
+varying float flogz;
+
+
+uniform float fg_Fcoef;
uniform float visibility;
uniform float avisibility;
@@ -673,7 +677,7 @@ fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility),
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
-
+gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}
diff --git a/Compositor/Shaders/ALS/runway.frag b/Compositor/Shaders/ALS/runway.frag
index 06e600676..b6656ccb4 100644
--- a/Compositor/Shaders/ALS/runway.frag
+++ b/Compositor/Shaders/ALS/runway.frag
@@ -11,11 +11,15 @@ varying vec3 worldPos;
varying vec3 ecViewdir;
+uniform float fg_Fcoef;
+
uniform sampler2D texture;
uniform sampler2D NormalTex;
varying float steepness;
+varying float flogz;
+
uniform float visibility;
uniform float avisibility;
@@ -526,7 +530,7 @@ fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), f
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
-
+gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}
diff --git a/Compositor/Shaders/ALS/skydome.vert b/Compositor/Shaders/ALS/skydome.vert
index 303106a8b..91798e86a 100644
--- a/Compositor/Shaders/ALS/skydome.vert
+++ b/Compositor/Shaders/ALS/skydome.vert
@@ -5,7 +5,8 @@
// Atmospheric scattering shader for flightgear
// Written by Lauri Peltonen (Zan)
// Implementation of O'Neil's algorithm
-
+
+uniform float fg_Fcoef;
uniform mat4 osg_ViewMatrix;
uniform mat4 osg_ViewMatrixInverse;
@@ -295,4 +296,6 @@ void main()
// Transform
gl_Position = gl_ModelViewProjectionMatrix * finalVertex;
+ // logarithmic depth
+ gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
}
diff --git a/Compositor/Shaders/ALS/terrain-base.frag b/Compositor/Shaders/ALS/terrain-base.frag
index d50d4126e..cdfcd1e00 100644
--- a/Compositor/Shaders/ALS/terrain-base.frag
+++ b/Compositor/Shaders/ALS/terrain-base.frag
@@ -8,12 +8,16 @@ varying vec3 normal;
varying vec3 relPos;
+uniform float fg_Fcoef;
+
uniform sampler2D texture;
varying float yprime_alt;
varying float mie_angle;
+varying float flogz;
+
uniform float visibility;
uniform float avisibility;
@@ -245,6 +249,6 @@ fragColor.rgb = mix(hazeColor, fragColor.rgb,transmission);
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
-
+gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}
diff --git a/Compositor/Shaders/ALS/generic-base.vert b/Compositor/Shaders/ALS/terrain-base.vert
similarity index 98%
rename from Compositor/Shaders/ALS/generic-base.vert
rename to Compositor/Shaders/ALS/terrain-base.vert
index 6895e834b..e52450c0f 100644
--- a/Compositor/Shaders/ALS/generic-base.vert
+++ b/Compositor/Shaders/ALS/terrain-base.vert
@@ -27,6 +27,8 @@ varying vec4 ecPosition;
varying float yprime_alt;
varying float mie_angle;
+varying float flogz;
+
uniform int colorMode;
uniform float hazeLayerAltitude;
uniform float terminator;
@@ -78,6 +80,8 @@ void main()
ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
+ // logarithmic depth
+ flogz = 1.0 + gl_Position.w;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
vec4 ambient_color, diffuse_color;
diff --git a/Compositor/Shaders/ALS/terrain-detailed.frag b/Compositor/Shaders/ALS/terrain-detailed.frag
index 82368bef4..4176531f8 100644
--- a/Compositor/Shaders/ALS/terrain-detailed.frag
+++ b/Compositor/Shaders/ALS/terrain-detailed.frag
@@ -10,6 +10,7 @@ varying vec2 rawPos;
varying vec3 worldPos;
+uniform float fg_Fcoef;
uniform sampler2D texture;
uniform sampler2D detail_texture;
@@ -19,6 +20,8 @@ uniform sampler2D mix_texture;
//varying float mie_angle;
varying float steepness;
+varying float flogz;
+
uniform float visibility;
uniform float avisibility;
@@ -501,7 +504,7 @@ fragColor.rgb = mix(clamp(hazeColor,0.0,1.0) , clamp(fragColor.rgb,0.0,1.0),tran
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
-
+gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}
diff --git a/Compositor/Shaders/ALS/terrain-detailed.vert b/Compositor/Shaders/ALS/terrain-detailed.vert
index 5bdaa4470..0162fedf8 100644
--- a/Compositor/Shaders/ALS/terrain-detailed.vert
+++ b/Compositor/Shaders/ALS/terrain-detailed.vert
@@ -29,6 +29,8 @@ varying vec3 worldPos;
varying float mie_angle;
varying float steepness;
+varying float flogz;
+
uniform int colorMode;
uniform float hazeLayerAltitude;
@@ -94,6 +96,8 @@ void main()
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
+ // logarithmic depth
+ flogz = 1.0 + gl_Position.w;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
//nvec = (gl_NormalMatrix * gl_Normal).xy;
diff --git a/Compositor/Shaders/ALS/terrain-ultra.frag b/Compositor/Shaders/ALS/terrain-ultra.frag
index a72393771..136c2168b 100644
--- a/Compositor/Shaders/ALS/terrain-ultra.frag
+++ b/Compositor/Shaders/ALS/terrain-ultra.frag
@@ -12,6 +12,8 @@ varying vec3 ecViewdir;
varying vec2 grad_dir;
+uniform float fg_Fcoef;
+
uniform sampler2D texture;
uniform sampler2D detail_texture;
uniform sampler2D mix_texture;
@@ -22,7 +24,7 @@ uniform sampler2D gradient_texture;
varying float steepness;
-
+varying float flogz;
uniform float visibility;
uniform float avisibility;
@@ -664,6 +666,6 @@ fragColor.rgb = mix(hazeColor+secondary_light * fog_backscatter(mvisibility) , f
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
-
+gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}
diff --git a/Compositor/Shaders/ALS/terrain-ultra.vert b/Compositor/Shaders/ALS/terrain-ultra.vert
index 2d5ef969c..3523a6e1e 100644
--- a/Compositor/Shaders/ALS/terrain-ultra.vert
+++ b/Compositor/Shaders/ALS/terrain-ultra.vert
@@ -30,6 +30,8 @@ varying vec2 grad_dir;
varying float mie_angle;
varying float steepness;
+varying float flogz;
+
uniform int colorMode;
uniform bool raise_vertex;
@@ -104,6 +106,8 @@ void main()
gl_Position = gl_ModelViewProjectionMatrix * pos;
}
else gl_Position = ftransform();
+ // logarithmic depth
+ flogz = 1.0 + gl_Position.w;
// this code is copied from default.vert
diff --git a/Compositor/Shaders/ALS/tree-shadow.vert b/Compositor/Shaders/ALS/tree-shadow.vert
index 979353d5f..b2cb49f2f 100644
--- a/Compositor/Shaders/ALS/tree-shadow.vert
+++ b/Compositor/Shaders/ALS/tree-shadow.vert
@@ -15,6 +15,8 @@
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
+uniform float fg_Fcoef;
+
// The constant term of the lighting equation that doesn't depend on
// the surface normal is passed in gl_{Front,Back}Color. The alpha
// component is set to 1 for front, 0 for back in order to work around
@@ -215,6 +217,8 @@ void main()
// Move to correct location (stored in gl_Color)
position = position + gl_Color.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
+ // logarithmic depth
+ gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));
//normal = normalize(-ecPosition);
diff --git a/Compositor/Shaders/ALS/tree.vert b/Compositor/Shaders/ALS/tree.vert
index 5474f3b9f..1c8511562 100644
--- a/Compositor/Shaders/ALS/tree.vert
+++ b/Compositor/Shaders/ALS/tree.vert
@@ -15,6 +15,8 @@
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
+uniform float fg_Fcoef;
+
// The constant term of the lighting equation that doesn't depend on
// the surface normal is passed in gl_{Front,Back}Color. The alpha
// component is set to 1 for front, 0 for back in order to work around
@@ -130,6 +132,8 @@ void main()
// Move to correct location (stored in gl_Color)
position = position + gl_Color.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
+ // logarithmic depth
+ gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));
//normal = normalize(-ecPosition);
diff --git a/Compositor/Shaders/ALS/urban.vert b/Compositor/Shaders/ALS/urban.vert
index 0eb8546f1..75a6f2356 100644
--- a/Compositor/Shaders/ALS/urban.vert
+++ b/Compositor/Shaders/ALS/urban.vert
@@ -15,6 +15,8 @@
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
+uniform float fg_Fcoef;
+
// The constant term of the lighting equation that doesn't depend on
// the surface normal is passed in gl_{Front,Back}Color. The alpha
// component is set to 1 for front, 0 for back in order to work around
@@ -105,6 +107,8 @@ void main()
// this code is copied from default.vert
gl_Position = ftransform();
+ // logarithmic depth
+ gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
//normal = gl_NormalMatrix * gl_Normal;
vec4 ambient_color, diffuse_color;
diff --git a/Compositor/Shaders/ALS/water-base.frag b/Compositor/Shaders/ALS/water-base.frag
index 1a5d203c1..2dcb975b8 100644
--- a/Compositor/Shaders/ALS/water-base.frag
+++ b/Compositor/Shaders/ALS/water-base.frag
@@ -8,6 +8,8 @@
#version 120
+uniform float fg_Fcoef;
+
uniform sampler2D water_normalmap;
uniform sampler2D water_dudvmap;
uniform sampler2D sea_foam;
@@ -29,6 +31,8 @@ varying float earthShade;
varying float yprime_alt;
varying float mie_angle;
+varying float flogz;
+
uniform float WaveFreq ;
uniform float WaveAmp ;
uniform float WaveSharp ;
@@ -556,5 +560,5 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
finalColor.rgb = filter_combined(finalColor.rgb);
gl_FragColor = finalColor;
-
+ gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}
diff --git a/Compositor/Shaders/ALS/water-high.frag b/Compositor/Shaders/ALS/water-high.frag
index a8d9bed00..d7150d9c7 100644
--- a/Compositor/Shaders/ALS/water-high.frag
+++ b/Compositor/Shaders/ALS/water-high.frag
@@ -8,6 +8,8 @@
#version 120
+uniform float fg_Fcoef;
+
uniform sampler2D water_normalmap;
uniform sampler2D water_dudvmap;
uniform sampler2D sea_foam;
@@ -34,6 +36,8 @@ varying float yprime_alt;
varying float mie_angle;
varying float steepness;
+varying float flogz;
+
uniform float WaveFreq ;
uniform float WaveAmp ;
uniform float WaveSharp ;
@@ -738,6 +742,6 @@ finalColor.rgb = filter_combined(finalColor.rgb);
gl_FragColor = finalColor;
-
+gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}
diff --git a/Compositor/Shaders/ALS/water.vert b/Compositor/Shaders/ALS/water.vert
index 750bdec7d..24ebfcb0e 100644
--- a/Compositor/Shaders/ALS/water.vert
+++ b/Compositor/Shaders/ALS/water.vert
@@ -7,6 +7,8 @@
#version 120
+varying float flogz;
+
varying vec4 waterTex1;
varying vec4 waterTex2;
varying vec4 waterTex4;
@@ -119,7 +121,8 @@ void main(void)
// fog_Func(fogType);
gl_Position = ftransform();
-
+ // logarithmic depth
+ flogz = 1.0 + gl_Position.w;
// here start computations for the haze layer