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Compositor: Use a logarithmic depth buffer in the ALS pipeline.

This might not be a definitive solution to fix z-fighting issues, but it's a
good solution meanwhile and can be implemented easily on any shader just by
adding a few lines.
This commit is contained in:
Fernando García Liñán 2020-03-22 16:50:53 +01:00
parent dd2ac0a32e
commit 84f0530a1d
28 changed files with 358 additions and 20 deletions

View file

@ -473,7 +473,7 @@
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/generic-base.vert</vertex-shader>
<vertex-shader>Shaders/ALS/model-base.vert</vertex-shader>
<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
<fragment-shader>Shaders/ALS/model-base.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>

View file

@ -69,7 +69,7 @@
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/generic-base.vert</vertex-shader>
<vertex-shader>Shaders/ALS/model-base.vert</vertex-shader>
<fragment-shader>Shaders/ALS/model-interior-base.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>

View file

@ -742,7 +742,7 @@
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/generic-base.vert</vertex-shader>
<vertex-shader>Shaders/ALS/model-base.vert</vertex-shader>
<fragment-shader>Shaders/ALS/model-interior-base.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>

View file

@ -2108,7 +2108,7 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/generic-base.vert</vertex-shader>
<vertex-shader>Shaders/ALS/terrain-base.vert</vertex-shader>
<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
<fragment-shader>Shaders/ALS/terrain-base.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>

View file

@ -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

View file

@ -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

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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);
}

View file

@ -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;

View file

@ -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);

View file

@ -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;
}

View file

@ -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;
}

View file

@ -6,6 +6,7 @@
// 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;
}

View file

@ -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;
}

View file

@ -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;

View file

@ -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;
}

View file

@ -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;

View file

@ -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;
}

View file

@ -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

View file

@ -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);

View file

@ -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);

View file

@ -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;

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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