From 8beeb3993231087edb599aaea361c8eb33d58c70 Mon Sep 17 00:00:00 2001 From: Thorsten Renk Date: Wed, 11 Mar 2015 11:04:48 +0200 Subject: [PATCH] Wiper and fog map for ALS glass effect --- Effects/glass.eff | 35 ++++++++++++------------ Environment/environment.xml | 1 + Shaders/glass-ALS.frag | 54 ++++++++++++++++++++++++++----------- 3 files changed, 58 insertions(+), 32 deletions(-) diff --git a/Effects/glass.eff b/Effects/glass.eff index ce686580f..9583c4ca8 100644 --- a/Effects/glass.eff +++ b/Effects/glass.eff @@ -28,15 +28,16 @@ Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png - - 1.0 1.0 1.0 0.4 + 1.0 1.0 1.0 1.0 /environment/aircraft-effects/splash-vector-x /environment/aircraft-effects/splash-vector-y /environment/aircraft-effects/splash-vector-z /environment/rain-norm /environment/aircraft-effects/ground-splash-norm /environment/aircraft-effects/frost-level - 1 + /environment/aircraft-effects/fog-level + 0 + 0 @@ -84,18 +85,12 @@ 0 - texture[0]/type texture[0]/image texture[0]/filter texture[0]/wrap-s texture[0]/wrap-t - + texture[0]/internal-format 1 @@ -104,9 +99,7 @@ texture[1]/filter texture[1]/wrap-s texture[1]/wrap-t - - texture[1]/internal-format - + texture[1]/internal-format 2 @@ -115,9 +108,7 @@ texture[2]/filter texture[2]/wrap-s texture[2]/wrap-t - - texture[2]/internal-format - + texture[2]/internal-format 3 @@ -168,6 +159,11 @@ float frost-level + + fog_level + float + fog-level + scattering float @@ -236,7 +232,12 @@ use_reflection int - use_reflection + use-reflection + + + use_mask + int + use-mask colorMode diff --git a/Environment/environment.xml b/Environment/environment.xml index d5df729dd..c8f2d5075 100644 --- a/Environment/environment.xml +++ b/Environment/environment.xml @@ -455,6 +455,7 @@ 0.1 1.0 0.0 + 0.0 0.0 diff --git a/Shaders/glass-ALS.frag b/Shaders/glass-ALS.frag index 4accba8da..9af287a35 100644 --- a/Shaders/glass-ALS.frag +++ b/Shaders/glass-ALS.frag @@ -19,12 +19,14 @@ uniform vec4 tint; uniform float rain_norm; uniform float ground_splash_norm; uniform float frost_level; +uniform float fog_level; uniform float splash_x; uniform float splash_y; uniform float splash_z; uniform float osg_SimulationTime; uniform int use_reflection; +uniform int use_mask; float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density); float DropletNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density); @@ -35,17 +37,21 @@ void main() vec4 texel; vec4 frost_texel; -//vec4 func_texel; +vec4 func_texel; texel = texture2D(texture, gl_TexCoord[0].st); texel *=gl_Color; frost_texel = texture2D(frost_texture, vertPos.xy * 7.0); - +func_texel = texture2D(func_texture, gl_TexCoord[0].st +); float noise_003m = Noise2D(vertPos.xy, 0.03); float noise_0003m = Noise2D(vertPos.xy, 0.003); + +// frost + float fth = (1.0-frost_level) * 0.4 + 0.3; float fbl = 0.2 * frost_level; @@ -59,13 +65,15 @@ float background_frost = 0.5 * smoothstep(0.7,1.0,frost_level); frost_texel.rgb = mix(frost_texel.rgb, vec3 (0.5,0.5,0.5), (1.0- smoothstep(0.0,0.02,frost_texel.a))); frost_texel.a =max(frost_texel.a, background_frost * (1.0- smoothstep(0.0,0.02,frost_texel.a))); -frost_texel *= vec4(light_diffuse.rgb,1.0); +frost_texel *= vec4(light_diffuse.rgb,0.5) * (1.0 + 3.0 * Mie); frost_factor = max(frost_factor, 0.8*background_frost); + + texel.rgb = mix(texel.rgb, frost_texel.rgb, frost_texel.a * frost_factor * smoothstep(0.0,0.1,frost_level)); texel.a = max(texel.a, frost_texel.a * frost_level); -//texel.rgb = mix(texel.rgb, vec3 (1.0,1.0,1.0), 0.4 * smoothstep(0.7,1.0,frost_level) + 0.4*Mie); +// rain splashes vec3 splash_vec = vec3 (splash_x, splash_y, splash_z); float splash_speed = length(splash_vec); @@ -83,10 +91,11 @@ if (rnorm > 0.0) if (splash_angle> 0.0) { // the dynamically impacting raindrops - //float time_shape = (1.0 - fract(8.0*osg_SimulationTime / 3.14)) * 1.7; + float time_shape = 1.0; float base_rate = 6.0 + 3.0 * rnorm + 4.0 * (splash_speed - 1.0); float base_density = 0.6 * rnorm + 0.4 * (splash_speed -1.0); + if (use_mask ==1) {base_density *= (1.0 - 0.5 * func_texel.g);} float time_fact1 = (sin(base_rate*osg_SimulationTime)); float time_fact2 = (sin(base_rate*osg_SimulationTime + 1.570)); @@ -106,8 +115,9 @@ if (rnorm > 0.0) // the static pattern of small droplets created by the splashes - + float sweep = min(1./splash_speed,1.0); + if (use_mask ==1) {sweep *= (1.0 - func_texel.g);} rain_factor += DropletNoise2D(rainPos.xy, 0.02 * droplet_size ,0.5, 0.6* rnorm * sweep); rain_factor += DotNoise2D(rainPos.xy, 0.012 * droplet_size ,0.7, 0.6* rnorm * sweep); } @@ -127,17 +137,31 @@ if (use_reflection ==1) // glass tint -vec4 fragColor = texel * tint; -fragColor = mix(fragColor, rainColor, rain_factor); - -// fogging - -//vec3 fogColor = vec3 (1.0,1.0,1.0); -//fragColor.rgb = mix(fragColor.rgb, fogColor.rgb, func_texel.r); +vec4 outerColor = mix(texel, rainColor, rain_factor); +outerColor *= tint; -gl_FragColor = fragColor; +// fogging - this is inside the glass + +vec4 fog_texel = vec4 (0.6,0.6,0.6, fog_level); + +if (use_mask == 1) {fog_texel.a = fog_texel.a * func_texel.r;} + +fog_texel *= vec4(light_diffuse.rgb,1.0); +fog_texel.rgb *= (1.0 + 3.0 * Mie); +fog_texel.a *= min((1.0 + 0.5 * Mie), 0.85); + + +vec4 fragColor; + +fragColor.rgb = mix(outerColor.rgb, fog_texel.rgb, fog_texel.a); +fragColor.a = max(outerColor.a, fog_texel.a); + + +gl_FragColor = clamp(fragColor,0.0,1.0); + +//gl_FragColor = func_texel; + -//gl_FragColor = reflection; }