More work on ALS filter code - noise and vignette for night vision, IR vision work
This commit is contained in:
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commit
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14 changed files with 224 additions and 19 deletions
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@ -104,6 +104,7 @@
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<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<fogstructure><use>/environment/fog-structure</use></fogstructure>
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<delta_T><use>/environment/surface/delta-T-structure</use></delta_T>
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<!-- END fog include -->
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</parameters>
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<!-- Atmospheric scattering technique with model shader-->
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@ -190,10 +191,11 @@
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/building-model-ALS-ultra.vert</vertex-shader>
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<fragment-shader n="1">Shaders/model-ALS-ultra.frag</fragment-shader>
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<fragment-shader n="2">Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader n="3">Shaders/hazes.frag</fragment-shader>
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<fragment-shader n="4">Shaders/secondary_lights.frag</fragment-shader>
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<!--<fragment-shader n="0">Shaders/model-ALS-ultra.frag</fragment-shader>
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<fragment-shader n="1">Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader n="2">Shaders/hazes.frag</fragment-shader>
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<fragment-shader n="3">Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader n="4">Shaders/filters-ALS.frag</fragment-shader>-->
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</program>
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</pass>
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</technique>
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@ -20,7 +20,11 @@
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<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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<delta_T><use>/environment/surface/delta-T-cloud</use></delta_T>
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<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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<display_xsize><use>/sim/startup/xsize</use></display_xsize>
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<display_ysize><use>/sim/startup/ysize</use></display_ysize>
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</parameters>
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<technique n="9">
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@ -68,6 +72,7 @@
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<vertex-shader>Shaders/3dcloud-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/3dcloud-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<attribute>
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<name>usrAttr1</name>
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<index>10</index>
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@ -167,6 +172,26 @@
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>display_xsize</name>
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<type>int</type>
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<value><use>display_xsize</use></value>
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</uniform>
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<uniform>
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<name>display_ysize</name>
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<type>int</type>
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<value><use>display_ysize</use></value>
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</uniform>
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<!--<vertex-program-two-side>true</vertex-program-two-side>-->
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</pass>
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</technique>
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@ -145,6 +145,7 @@ please see Docs/README.model-combined.eff for documentation
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<wetness><use>/environment/surface/wetness</use></wetness>
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<rnorm><use>/environment/rain-norm</use></rnorm>
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
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<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
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<cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x>
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@ -435,11 +436,12 @@ please see Docs/README.model-combined.eff for documentation
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<program>
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<vertex-shader n="0">Shaders/model-ALS-ultra.vert</vertex-shader>
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<fragment-shader n="1">Shaders/model-ALS-ultra.frag</fragment-shader>
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<fragment-shader n="2">Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader n="3">Shaders/hazes.frag</fragment-shader>
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<fragment-shader n="4">Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader n="5">Shaders/noise.frag</fragment-shader>
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<fragment-shader n="0">Shaders/model-ALS-ultra.frag</fragment-shader>
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<fragment-shader n="1">Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader n="2">Shaders/hazes.frag</fragment-shader>
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<fragment-shader n="3">Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader n="4">Shaders/noise.frag</fragment-shader>
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<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
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</program>
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<uniform>
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@ -914,11 +916,41 @@ please see Docs/README.model-combined.eff for documentation
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value><use>gamma</use></value>
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</uniform>
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<uniform>
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<name>brightness</name>
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<type>float</type>
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<value><use>brightness</use></value>
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</uniform>
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<uniform>
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<name>use_filtering</name>
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<type>bool</type>
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<value><use>use_filtering</use></value>
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</uniform>
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<uniform>
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<name>use_night_vision</name>
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -26,6 +26,12 @@
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<moonlight><use>/environment/moonlight</use></moonlight>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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<delta_T><use>/environment/surface/delta-T-structure</use></delta_T>
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<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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<display_xsize><use>/sim/startup/xsize</use></display_xsize>
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<display_ysize><use>/sim/startup/ysize</use></display_ysize>
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<view_pitch_offset><use>/sim/current-view/pitch-offset-deg</use></view_pitch_offset>
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@ -108,6 +114,7 @@
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<fragment-shader>Shaders/model-ALS-base.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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@ -174,6 +181,36 @@
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<type>float</type>
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<value><use>air_pollution</use></value>
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</uniform>
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value><use>gamma</use></value>
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</uniform>
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<uniform>
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<name>brightness</name>
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<type>float</type>
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<value><use>brightness</use></value>
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</uniform>
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<uniform>
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<name>use_filtering</name>
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<type>bool</type>
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<value><use>use_filtering</use></value>
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</uniform>
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<uniform>
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<name>use_night_vision</name>
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>view_pitch_offset</name>
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<type>float</type>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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<delta_T>-50.0</delta_T>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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</parameters>
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<technique n="8">
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@ -184,6 +186,11 @@
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<type>float</type>
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<value><use>brightness</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>use_filtering</name>
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<type>bool</type>
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@ -194,6 +201,11 @@
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>view_pitch_offset</name>
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<type>float</type>
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<moonlight><use>/environment/moonlight</use></moonlight>
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<season><use>/environment/season</use></season>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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<delta_T><use>/environment/surface/delta-T-soil</use></delta_T>
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<wind_effects><use>/sim/rendering/shaders/wind-effects</use></wind_effects>
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<windE><use>/environment/sea/surface/wind-from-east-fps</use></windE>
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<windN><use>/environment/sea/surface/wind-from-north-fps</use></windN>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
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<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
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<cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x>
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>use_filtering</name>
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<type>bool</type>
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<value><use>use_filtering</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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<delta_T><use>/environment/surface/delta-T-water</use></delta_T>
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<!-- cloud shadows -->
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<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
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<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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<delta_T><use>/environment/surface/delta-T-water</use></delta_T>
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<!-- cloud shadows -->
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<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
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<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -460,7 +460,11 @@
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<wetness-set type="double" userarchive="y">0.0</wetness-set>
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<wetness type="double" userarchive="n">0.0</wetness>
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<snow-thickness-factor type="double" userarchive="y">1.0</snow-thickness-factor>
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<delta-T-soil type="double" userarchive="n">0.0</delta-T-soil>
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<delta-T-rock type="double" userarchive="n">0.0</delta-T-rock>
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<delta-T-water type="double" userarchive="n">0.0</delta-T-water>
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<delta-T-cloud type="double" userarchive="n">0.0</delta-T-cloud>
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<delta-T-structure type="double" userarchive="n">0.0</delta-T-structure>
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</surface>
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<!-- definitions for lightning functionality -->
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@ -38,6 +38,7 @@ uniform float overcast;
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//uniform float scattering;
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uniform float ground_scattering;
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uniform bool use_IR_vision;
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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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@ -229,6 +230,11 @@ else // the faster, full-day version without lightfields
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yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
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}
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if (use_IR_vision)
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{
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light_ambient.rgb = max(light_ambient.rgb, vec3 (0.5, 0.5, 0.5));
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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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@ -8,10 +8,17 @@
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uniform float gamma;
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uniform float brightness;
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uniform float delta_T;
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uniform float osg_SimulationTime;
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uniform bool use_filtering;
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uniform bool use_night_vision;
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uniform bool use_IR_vision;
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uniform int display_xsize;
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uniform int display_ysize;
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float Noise2D(in vec2 coord, in float wavelength);
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vec3 gamma_correction (in vec3 color) {
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@ -31,7 +38,29 @@ vec3 night_vision (in vec3 color) {
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float value = length(color)/1.732;
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return vec3 (0.0, 1.0, 0.0) * value;
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vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.5);
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float noise = Noise2D( vec2 (gl_FragCoord.x + 100.0 * osg_SimulationTime, gl_FragCoord.y + 300.0 * osg_SimulationTime), 4.0);
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float fade = 1.0 - smoothstep( 0.3 * display_ysize, 0.55 * display_ysize, length(gl_FragCoord.xy -center));
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||||
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||||
return vec3 (0.0, 1.0, 0.0) * value * (0.5 + 0.5 * noise) * fade;
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}
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||||
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vec3 IR_vision (in vec3 color) {
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||||
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||||
float value = length(color)/1.732;
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value = 1.0 - value;
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float T_mapped = smoothstep(-10.0, 10.0, delta_T);
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||||
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||||
float gain = mix(T_mapped, value, 0.7);
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//float gain = 0.2 * T_mapped + 0.8 * value * T_mapped;
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||||
if (delta_T < -10.0) {gain = 0.0;}
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||||
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||||
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return vec3 (0.7, 0.7, 0.7) * gain;
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||||
|
||||
}
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||||
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||||
|
@ -50,6 +79,11 @@ if (use_night_vision)
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color = night_vision(color);
|
||||
}
|
||||
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||||
else if (use_IR_vision)
|
||||
{
|
||||
color = IR_vision(color);
|
||||
}
|
||||
|
||||
return gamma_correction (color);
|
||||
|
||||
}
|
||||
|
|
|
@ -77,6 +77,8 @@ uniform float landing_light1_offset;
|
|||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
|
||||
uniform bool use_IR_vision;
|
||||
|
||||
// constants needed by the light and fog computations ###################################################
|
||||
|
||||
const float EarthRadius = 5800000.0;
|
||||
|
@ -103,7 +105,7 @@ vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
|
|||
vec3 get_hazeColor(in float lightArg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
|
||||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
|
@ -213,6 +215,7 @@ void main (void)
|
|||
}
|
||||
|
||||
|
||||
|
||||
/// END light
|
||||
|
||||
/// BEGIN grain overlay
|
||||
|
@ -298,6 +301,10 @@ void main (void)
|
|||
|
||||
vec4 Diffuse = light_diffuse * nDotVP;
|
||||
Diffuse.rgb += secondary_light * light_distance_fading(dist);
|
||||
if (use_IR_vision)
|
||||
{
|
||||
Diffuse.rgb = max(Diffuse.rgb, vec3 (0.5, 0.5, 0.5));
|
||||
}
|
||||
vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf + gl_FrontMaterial.specular * light_ambient * pf1;
|
||||
Specular+= gl_FrontMaterial.specular * pow(max(0.0,-dot(N,normalize(vertVec))),gl_FrontMaterial.shininess) * vec4(secondary_light,1.0);
|
||||
|
||||
|
@ -558,5 +565,8 @@ void main (void)
|
|||
|
||||
|
||||
fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
|
||||
|
||||
|
||||
fragColor.rgb = filter_combined(fragColor.rgb);
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
|
|
@ -43,6 +43,8 @@ uniform float ground_scattering;
|
|||
uniform float eye_alt;
|
||||
uniform float moonlight;
|
||||
|
||||
uniform bool use_IR_vision;
|
||||
|
||||
uniform mat4 osg_ViewMatrixInverse;
|
||||
|
||||
float earthShade;
|
||||
|
@ -72,7 +74,7 @@ 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;
|
||||
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight + vec3 (0.005, 0.005, 0.005);
|
||||
|
||||
//float yprime_alt;
|
||||
float yprime;
|
||||
|
@ -266,6 +268,10 @@ float shade_depth = 1.0 * smoothstep (0.6,0.95,ground_scattering) * (1.0-smooth
|
|||
light_ambient.rgb = light_ambient.rgb * (1.0 - shade_depth);
|
||||
light_diffuse.rgb = light_diffuse.rgb * (1.0 + 1.2 * shade_depth);
|
||||
|
||||
if (use_IR_vision)
|
||||
{
|
||||
light_ambient.rgb = max(light_ambient.rgb, vec3 (0.5, 0.5, 0.5));
|
||||
}
|
||||
|
||||
|
||||
// default lighting based on texture and material using the light we have just computed
|
||||
|
|
|
@ -297,6 +297,7 @@ Started September 2000 by David Megginson, david@megginson.com
|
|||
<gamma type="float">0.0</gamma>
|
||||
<brightness type="float">1.0</brightness>
|
||||
<use-night-vision type="bool">false</use-night-vision>
|
||||
<use-IR-vision type="bool">false</use-IR-vision>
|
||||
</als-filters>
|
||||
</rendering>
|
||||
<model-hz type="int">120</model-hz>
|
||||
|
|
Loading…
Reference in a new issue