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.
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28 changed files with 358 additions and 20 deletions
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@ -473,7 +473,7 @@
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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/ALS/generic-base.vert</vertex-shader>
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<vertex-shader>Shaders/ALS/model-base.vert</vertex-shader>
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<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/model-base.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
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@ -69,7 +69,7 @@
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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/ALS/generic-base.vert</vertex-shader>
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<vertex-shader>Shaders/ALS/model-base.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/model-interior-base.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
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@ -742,7 +742,7 @@
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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/ALS/generic-base.vert</vertex-shader>
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<vertex-shader>Shaders/ALS/model-base.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/model-interior-base.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
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@ -2108,7 +2108,7 @@
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/ALS/generic-base.vert</vertex-shader>
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<vertex-shader>Shaders/ALS/terrain-base.vert</vertex-shader>
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<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/terrain-base.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
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@ -1,6 +1,8 @@
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// -*-C++-*-
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#version 120
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uniform float fg_Fcoef;
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varying float fogFactor;
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varying vec3 hazeColor;
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varying float mie_frag;
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@ -151,7 +153,8 @@ void main(void)
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// Final position of the sprite
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vec3 relVector = gl_Position.xyz - ep.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
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// logarithmic depth
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gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
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// Light at the final position
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@ -1,6 +1,8 @@
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// -*-C++-*-
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#version 120
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uniform float fg_Fcoef;
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varying float fogFactor;
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varying vec3 hazeColor;
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@ -134,7 +136,8 @@ void main(void)
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// Final position of the sprite
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vec3 relVector = gl_Position.xyz - ep.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
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// logarithmic depth
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gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
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// Light at the final position
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@ -12,6 +12,7 @@ varying vec3 worldPos;
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varying vec3 ecViewdir;
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uniform float fg_Fcoef;
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uniform sampler2D texture;
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uniform sampler2D mix_texture;
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@ -22,6 +23,8 @@ uniform sampler2D gradient_texture;
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varying float steepness;
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varying vec2 grad_dir;
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varying float flogz;
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uniform float visibility;
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uniform float avisibility;
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@ -658,6 +661,6 @@ fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility),
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fragColor.rgb = filter_combined(fragColor.rgb);
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gl_FragColor = fragColor;
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gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
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}
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@ -11,12 +11,16 @@ varying vec2 rawPos;
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varying vec3 ecViewdir;
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uniform float fg_Fcoef;
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uniform sampler2D texture;
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uniform sampler2D overlay_texture;
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uniform sampler2D grain_texture;
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varying float steepness;
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varying float flogz;
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uniform float visibility;
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uniform float avisibility;
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@ -520,6 +524,6 @@ fragColor.rgb = mix(hazeColor+secondary_light * fog_backscatter(mvisibility), fr
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fragColor.rgb = filter_combined(fragColor.rgb);
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gl_FragColor = fragColor;
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gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
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}
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@ -16,6 +16,10 @@ varying vec3 ecViewdir;
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varying float steepness;
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varying vec2 grad_dir;
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varying float flogz;
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uniform float fg_Fcoef;
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uniform float visibility;
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uniform float avisibility;
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@ -614,7 +618,7 @@ fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility),
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fragColor.rgb = filter_combined(fragColor.rgb);
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gl_FragColor = fragColor;
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gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
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}
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@ -10,6 +10,8 @@ varying vec2 rawPos;
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varying vec3 ecViewdir;
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uniform float fg_Fcoef;
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uniform sampler2D texture;
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uniform sampler2D NormalTex;
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uniform sampler2D mix_texture;
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@ -17,6 +19,8 @@ uniform sampler2D grain_texture;
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varying float steepness;
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varying float flogz;
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uniform float visibility;
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uniform float avisibility;
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@ -499,6 +503,6 @@ fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility) ,
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fragColor.rgb = filter_combined(fragColor.rgb);
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gl_FragColor = fragColor;
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gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
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}
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254
Compositor/Shaders/ALS/model-base.vert
Normal file
254
Compositor/Shaders/ALS/model-base.vert
Normal file
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@ -0,0 +1,254 @@
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// -*-C++-*-
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#version 120
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// Shader that uses OpenGL state values to do per-pixel lighting
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//
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// The only light used is gl_LightSource[0], which is assumed to be
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// directional.
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//
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// Diffuse colors come from the gl_Color, ambient from the material. This is
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// equivalent to osg::Material::DIFFUSE.
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// Haze part added by Thorsten Renk, Oct. 2011
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#define MODE_OFF 0
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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uniform float fg_Fcoef;
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// The constant term of the lighting equation that doesn't depend on
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// the surface normal is passed in gl_{Front,Back}Color. The alpha
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// component is set to 1 for front, 0 for back in order to work around
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// bugs with gl_FrontFacing in the fragment shader.
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 relPos;
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varying vec4 ecPosition;
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varying float yprime_alt;
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varying float mie_angle;
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uniform int colorMode;
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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 avisibility;
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uniform float visibility;
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uniform float overcast;
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uniform float ground_scattering;
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uniform float moonlight;
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void setupShadows(vec4 eyeSpacePos);
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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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const float terminator_width = 200000.0;
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float earthShade;
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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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// use the asymptotics to shorten computations
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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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vec4 light_diffuse;
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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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//float yprime_alt;
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float yprime;
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float lightArg;
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float intensity;
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float vertex_alt;
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float scattering;
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// this code is copied from default.vert
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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gl_Position = ftransform();
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// logarithmic depth
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gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = gl_NormalMatrix * gl_Normal;
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vec4 ambient_color, diffuse_color;
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if (colorMode == MODE_DIFFUSE) {
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diffuse_color = gl_Color;
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ambient_color = gl_FrontMaterial.ambient;
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} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
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diffuse_color = gl_Color;
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ambient_color = gl_Color;
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} else {
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diffuse_color = gl_FrontMaterial.diffuse;
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ambient_color = gl_FrontMaterial.ambient;
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}
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// here start computations for the haze layer
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// we need several geometrical quantities
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// first current altitude of eye position in model space
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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// and relative position to vector
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relPos = gl_Vertex.xyz - ep.xyz;
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// unfortunately, we need the distance in the vertex shader, although the more accurate version
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// is later computed in the fragment shader again
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float dist = length(relPos);
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// altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
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vertex_alt = max(gl_Vertex.z,100.0);
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scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
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// branch dependent on daytime
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if (terminator < 1000000.0) // the full, sunrise and sunset computation
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{
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// establish coordinates relative to sun position
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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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// yprime is the distance of the vertex into sun direction
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yprime = -dot(relPos, lightHorizon);
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// this gets an altitude correction, higher terrain gets to see the sun earlier
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yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
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// two times terminator width governs how quickly light fades into shadow
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// now the light-dimming factor
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earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
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// parametrized version of the Flightgear ground lighting function
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lightArg = (terminator-yprime_alt)/100000.0;
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// directional scattering for low sun
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if (lightArg < 10.0)
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{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
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else
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{mie_angle = 1.0;}
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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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light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
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light_ambient.g = light_ambient.r * 0.4/0.33;
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light_ambient.b = light_ambient.r * 0.5/0.33;
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light_ambient.a = 1.0;
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// correct ambient light intensity and hue before sunrise
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if (earthShade < 0.5)
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{
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//light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
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intensity = length(light_ambient.xyz);
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light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
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light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
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intensity = length(light_diffuse.xyz);
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
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}
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// the haze gets the light at the altitude of the haze top if the vertex in view is below
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// but the light at the vertex if the vertex is above
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vertex_alt = max(vertex_alt,hazeLayerAltitude);
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if (vertex_alt > hazeLayerAltitude)
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{
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if (dist > 0.8 * avisibility)
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{
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vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
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yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
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}
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}
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else
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{
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vertex_alt = hazeLayerAltitude;
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yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
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}
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}
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else // the faster, full-day version without lightfields
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{
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//vertex_alt = max(gl_Vertex.z,100.0);
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earthShade = 1.0;
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mie_angle = 1.0;
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if (terminator > 3000000.0)
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{light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0);
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light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
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else
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{
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lightArg = (terminator/100000.0 - 10.0)/20.0;
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light_diffuse.b = 0.78 + lightArg * 0.21;
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light_diffuse.g = 0.907 + lightArg * 0.091;
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light_diffuse.r = 0.904 + lightArg * 0.092;
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light_diffuse.a = 1.0;
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light_ambient.r = 0.316 + lightArg * 0.016;
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light_ambient.g = light_ambient.r * 0.4/0.33;
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light_ambient.b = light_ambient.r * 0.5/0.33;
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light_ambient.a = 1.0;
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}
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light_diffuse = light_diffuse * scattering;
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yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
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}
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// default lighting based on texture and material using the light we have just computed
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diffuse_term = diffuse_color* light_diffuse;
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vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
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(gl_LightModel.ambient + light_ambient);
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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diffuse_term.a = gl_FrontMaterial.diffuse.a;
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else
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diffuse_term.a = gl_Color.a;
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// Another hack for supporting two-sided lighting without using
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// gl_FrontFacing in the fragment shader.
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gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
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gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
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setupShadows(gl_ModelViewMatrix * gl_Vertex);
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}
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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uniform float fg_Fcoef;
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// The constant term of the lighting equation that doesn't depend on
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// the surface normal is passed in gl_{Front,Back}Color. The alpha
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// component is set to 1 for front, 0 for back in order to work around
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//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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gl_Position = ftransform();
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// logarithmic depth
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gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = gl_NormalMatrix * gl_Normal;
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vec4 ambient_color, diffuse_color;
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@ -16,6 +16,8 @@ varying float alpha;
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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);
|
||||
|
|
|
@ -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;
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
|
@ -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;
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue