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Tentative fix for high altitude/low sun rendering artefacts in ALS skydome

This commit is contained in:
Thorsten Renk 2014-02-28 10:40:05 +02:00
parent 4286141f2a
commit 87a960a048

View file

@ -109,30 +109,12 @@ void main()
if (sat < 0.3) sat = 0.3; if (sat < 0.3) sat = 0.3;
// float wscale = 1.732;
// an overexposure filter, the log() seems to be pretty expensive though
// if (color.x > 0.8) color.x = 0.8 + 0.8* log(color.x/0.8);
// if (color.y > 0.8) color.y = 0.8 + 0.8* log(color.y/0.8);
// if (color.z > 0.8) color.z = 0.8 + 0.8* log(color.z/0.8);
// a different exposure filter
//color.x = 1.0 - exp(-1.3 * color.x);
//color.y = 1.0 - exp(-1.3 * color.y);
//color.z = 1.0 - exp(-1.3 * color.z);
if (color.r > 0.58) color.r = 1.0 - exp(-1.5 * color.r); if (color.r > 0.58) color.r = 1.0 - exp(-1.5 * color.r);
if (color.g > 0.58) color.g = 1.0 - exp(-1.5 * color.g); if (color.g > 0.58) color.g = 1.0 - exp(-1.5 * color.g);
if (color.b > 0.58) color.b = 1.0 - exp(-1.5 * color.b); if (color.b > 0.58) color.b = 1.0 - exp(-1.5 * color.b);
// reduce the whiteout near the horizon generated by the single scattering approximation
//if (ct > cthorizon) color = mix(color, black ,smoothstep(0.2+cthorizon, -0.2+cthorizon, ct));
//else color = mix (color, black, smoothstep(0.2+cthorizon,-0.2+cthorizon, cthorizon));
// fog computations for a ground haze layer, extending from zero to lAltitude // fog computations for a ground haze layer, extending from zero to lAltitude
@ -147,8 +129,6 @@ float costheta = ct;
float vis = min(visibility, avisibility); float vis = min(visibility, avisibility);
// hack - in an effect volume the visibility only may be reduced, so we take care here
//if (avisibility < visibility){vis = avisibility;}
if (delta_z > 0.0) // we're inside the layer if (delta_z > 0.0) // we're inside the layer
{ {
@ -185,9 +165,6 @@ float vis = min(visibility, avisibility);
} }
// combined intensity reduction by cloud shading and fog self-shading, corrected for Weber-Fechner perception law // combined intensity reduction by cloud shading and fog self-shading, corrected for Weber-Fechner perception law
//float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(avisibility, 1.5 * avisibility, -alt/costheta);
float eqColorFactor = 1.0 - 0.1 * delta_zv/vis - (1.0 - min(scattering,cloud_self_shading)); float eqColorFactor = 1.0 - 0.1 * delta_zv/vis - (1.0 - min(scattering,cloud_self_shading));
@ -201,7 +178,9 @@ vec3 hColor = hazeColor;
// high altitude desaturation // high altitude desaturation
float intensity = length(hColor); float intensity = length(hColor);
hColor = intensity * normalize (mix(hColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt))); hColor = intensity * normalize (mix(hColor, intensity * vec3 (1.0,1.0,1.0), 0.7 * smoothstep(5000.0, 50000.0, alt)));
hColor = clamp(hColor,0.0,1.0);
// blue hue // blue hue
hColor.x = 0.83 * hColor.x; hColor.x = 0.83 * hColor.x;
@ -216,10 +195,12 @@ float fade_out = max(0.65 - 0.3 *overcast, 0.45);
intensity = length(hColor); intensity = length(hColor);
vec3 oColor = hColor; vec3 oColor = hColor;
oColor = intensity * normalize(mix(oColor, shadedFogColor, (smoothstep(0.1,1.0,ovc)))); oColor = intensity * normalize(mix(oColor, shadedFogColor, (smoothstep(0.1,1.0,ovc))));
color = ovc * mix(color, oColor * earthShade ,smoothstep(-0.1+ctterrain, 0.0+ctterrain, ct)) + (1-ovc) * color; oColor = clamp(oColor,0.0,1.0);
color = ovc * mix(color, oColor * earthShade ,smoothstep(-0.1+ctterrain, 0.0+ctterrain, ct)) + (1.0-ovc) * color;
hColor = intensity * normalize(mix(hColor, 1.5 * shadedFogColor, 1.0 -smoothstep(0.25, fade_out,earthShade) )); hColor = intensity * normalize(mix(hColor, 1.5 * shadedFogColor, 1.0 -smoothstep(0.25, fade_out,earthShade) ));
hColor = intensity * normalize(mix(hColor, shadedFogColor, (1.0 - smoothstep(0.5,0.9,eqColorFactor)))); hColor = intensity * normalize(mix(hColor, shadedFogColor, (1.0 - smoothstep(0.5,0.9,eqColorFactor))));
//hColor = intensity * normalize(mix(hColor, shadedFogColor, (1.0 - smoothstep(0.5,0.9,cloud_self_shading)) ));
hColor = hColor * earthShade; hColor = hColor * earthShade;
// accounting for overcast and saturation // accounting for overcast and saturation
@ -240,12 +221,13 @@ float altFactor2 = 0.2 + 0.8 * smoothstep(-3000.0, 0.0, delta_z);
hazeBlendAngle = hazeBlendAngle + 0.1 * altFactor; hazeBlendAngle = hazeBlendAngle + 0.1 * altFactor;
hazeBlendAngle = hazeBlendAngle + (1.0-horizon_roughness) * altFactor2 * 0.1 * Noise2D(vec2(0.0,cphi), 0.3); hazeBlendAngle = hazeBlendAngle + (1.0-horizon_roughness) * altFactor2 * 0.1 * Noise2D(vec2(0.0,cphi), 0.3);
terrainHazeColor = clamp(terrainHazeColor,0.0,1.0);
color = mix(color, terrainHazeColor ,smoothstep(hazeBlendAngle + ctterrain, 0.0+ctterrain, ct)); color = mix(color, terrainHazeColor ,smoothstep(hazeBlendAngle + ctterrain, 0.0+ctterrain, ct));
// mix fog the skydome with the right amount of haze // mix fog the skydome with the right amount of haze
hColor = clamp(hColor,0.0,1.0);
color = transmission * color + (1.0-transmission) * eqColorFactor * hColor; color = transmission * color + (1.0-transmission) * eqColorFactor * hColor;