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Procedural Texturing

This commit is contained in:
Thorsten Renk 2012-08-06 14:15:43 +03:00 committed by Frederic Bouvier
parent 3636ec33ac
commit 9be134b34d
21 changed files with 1942 additions and 252 deletions

View file

@ -37,6 +37,20 @@
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="11">
<image>Textures/Terrain/void.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="12">
<image>Textures/Terrain/void.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<transparent>false</transparent>
<render-bin>
<bin-number>0</bin-number>
@ -54,8 +68,11 @@
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
<mysnow_level><use>/environment/mysnow-level-m</use></mysnow_level>
<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
<wetness><use>/environment/surface/wetness</use></wetness>
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
<fogstructure><use>/environment/fog-structure</use></fogstructure>
<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
</parameters>
<!-- put techniques at a "high" index to allow derived effects to
insert their own techniques first. -->
@ -64,10 +81,16 @@
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<or>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/landmass</float-property>
</less-equal>
<less-equal>
<value type="float">3.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
</or>
<or>
<less-equal>
<value type="float">2.0</value>
@ -99,7 +122,7 @@
<bin-number>-1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<!--<texture-unit>
<unit>0</unit>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
@ -108,22 +131,21 @@
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<!--<texture-unit>
<unit>1</unit>
<type>noise</type>
</texture-unit>-->
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>-->
<vertex-shader>Shaders/trivial.vert</vertex-shader>
<fragment-shader>Shaders/trivial.frag</fragment-shader>
</program>
<uniform>
<!--<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
</uniform>-->
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
<pass>
@ -144,6 +166,10 @@
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<!--<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>-->
<texture-unit>
<unit>0</unit>
<image><use>texture[0]/image</use></image>
@ -158,7 +184,17 @@
<unit>1</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<texture-unit>
<unit>5</unit>
<image><use>texture[12]/image</use></image>
<filter><use>texture[12]/filter</use></filter>
<wrap-s><use>texture[12]/wrap-s</use></wrap-s>
<wrap-t><use>texture[12]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[12]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
<image><use>texture[10]/image</use></image>
<filter><use>texture[10]/filter</use></filter>
@ -168,6 +204,16 @@
<use>texture[10]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>7</unit>
<image><use>texture[11]/image</use></image>
<filter><use>texture[11]/filter</use></filter>
<wrap-s><use>texture[11]/wrap-s</use></wrap-s>
<wrap-t><use>texture[11]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[11]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-detailed.vert</vertex-shader>
<fragment-shader>Shaders/terrain-haze-detailed.frag</fragment-shader>
@ -226,12 +272,27 @@
<name>dust_cover_factor</name>
<type>float</type>
<value> <use>dust_cover_factor</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value> <use>wetness</use></value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value> <use>fogstructure</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value> <use>quality_level</use></value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value> <use>tquality_level</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
@ -242,11 +303,21 @@
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>mix_texture</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>snow_texture</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>detail_texture</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>

View file

@ -38,7 +38,7 @@
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<property>/sim/rendering/random-vegetation</property>
<property>/sim/rendering/random-vegetation</property>
<or>
<less-equal>
<value type="float">2.0</value>
@ -53,48 +53,7 @@
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<render-bin>
<bin-number>-1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.1</reference>
</alpha-test>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>
<use>texture[0]/image</use>
</image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<program>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/tree.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/tree.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
<pass>
<lighting>true</lighting>
<material>
@ -174,11 +133,13 @@
<type>int</type>
<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<depth>
<!--<depth>
<function>lequal</function>
<write-mask type="bool">false</write-mask>
</depth>
</depth>-->
</pass>
</technique>
<technique n="9">

View file

@ -37,8 +37,548 @@
<generate>
<normal type="int">15</normal>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
<!--<binormal type="int">7</binormal>-->
</generate>
<technique n="2">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<property>/sim/rendering/shaders/urban</property>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/urban</float-property>
</less-equal>
<equal>
<property>/sim/rendering/random-buildings</property>
<value type="bool">false</value>
</equal>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
<or>
<extension-supported>GL_ATI_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
<extension-supported>GL_ARB_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<filter>nearest-mipmap-nearest</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
<mipmap-control>
<function-r>average</function-r>
<function-g>average</function-g>
<function-b>average</function-b>
<function-a>min</function-a>
</mipmap-control>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader>Shaders/urban-lightfield.vert</vertex-shader>
<fragment-shader>Shaders/urban-lightfield.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<!--<attribute>
<name>binormal</name>
<index>7</index>
</attribute>-->
<attribute>
<name>normal</name>
<index>15</index>
</attribute>
</program>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>QDMTex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value>
<use>xsize</use>
</value>
</uniform>
<uniform>
<name>night_color</name>
<type>float-vec3</type>
<value>
<use>night-color</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>max_lod_level</name>
<type>float</type>
<value>
<use>max-lod-level</use>
</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>mysnowlevel</name>
<type>float</type>
<value><use>mysnow_level</use></value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value> <use>dust_cover_factor</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value><use>wetness</use></value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value><use>fogstructure</use></value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
<technique n="3">
<predicate>
<and>
<property>/sim/rendering/shaders/urban</property>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/shaders/urban</float-property>
</less-equal>
<equal>
<property>/sim/rendering/random-buildings</property>
<value type="bool">false</value>
</equal>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
<!-- quality level below 4.0 doesn't require GL_ATI_shader_texture_lod or GL_ARB_shader_texture_lod -->
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader>Shaders/urban-lightfield.vert</vertex-shader>
<fragment-shader>Shaders/urban-lightfield.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<!--<attribute>
<name>binormal</name>
<index>7</index>
</attribute>-->
<attribute>
<name>normal</name>
<index>15</index>
</attribute>
</program>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>mysnowlevel</name>
<type>float</type>
<value><use>mysnow_level</use></value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value> <use>dust_cover_factor</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value><use>wetness</use></value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value><use>fogstructure</use></value>
</uniform>
<!-- END fog include -->
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value>
<use>xsize</use>
</value>
</uniform>
<uniform>
<name>night_color</name>
<type>float-vec3</type>
<value>
<use>night-color</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
</pass>
</technique>
<technique n="6">
<predicate>
<and>

View file

@ -340,15 +340,16 @@
<!-- definitions for the scattering skydome shader -->
<ground-visibility-m type="double" userarchive="n">16000.0</ground-visibility-m>
<air-pollution-norm type="double" userarchive="n">0.0</air-pollution-norm>
<air-pollution-norm type="double" userarchive="y">0.0</air-pollution-norm>
<ground-haze-thickness-m type="double" userarchive="n">2000.0</ground-haze-thickness-m>
<terminator-relative-position-m type="double" userarchive="n">1000000.0</terminator-relative-position-m>
<mean-terrain-elevation-m type="double" userarchive="n">0.0</mean-terrain-elevation-m>
<mysnow-level-m type="double" userarchive="n">3200.0</mysnow-level-m>
<fog-structure type="double" userarchive="n">0.0</fog-structure>
<mysnow-level-m type="double" userarchive="y">3200.0</mysnow-level-m>
<fog-structure type="double" userarchive="y">0.0</fog-structure>
<!-- definitions for the environment at surface interface -->
<surface>
<scattering type="double" userarchive="n">0.7</scattering>
<dust-cover-factor type="double" userarchive="n">0.0</dust-cover-factor>
<dust-cover-factor type="double" userarchive="y">0.0</dust-cover-factor>
<wetness type="double" userarchive="y">0.0</wetness>
</surface>
</PropertyList>

View file

@ -1435,9 +1435,21 @@
</equals>
</condition>
<name>Sand</name>
<texture>Terrain/sand4.png</texture>
<texture-set>
<texture>Terrain/sand4.png</texture>
<texture n="11">Terrain/sand_hires.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/sand5.png</texture>
<texture n="11">Terrain/sand_hires.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/sand6.png</texture>
<texture n="11">Terrain/sand_hires.png</texture>
</texture-set>
<!--<texture>Terrain/sand4.png</texture>
<texture>Terrain/sand5.png</texture>
<texture>Terrain/sand6.png</texture>
<texture>Terrain/sand6.png</texture>-->
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
@ -1463,8 +1475,12 @@
<name>ScrubCover</name>
<name>Scrub</name>
<name>Sclerophyllous</name>
<texture>Terrain/shrub1.png</texture>
<!--
<texture-set>
<texture>Terrain/shrub1.png</texture>
<texture n="11">Terrain/grass_hires.png</texture>
<texture n="12">Terrain/dirtrock.png</texture>
</texture-set>
<!-- <texture>Terrain/shrub1.png</texture>
<texture>Terrain/shrub.png</texture>
<texture>Terrain/shrub2.png</texture>
<texture>Terrain/shrub3.png</texture>
@ -1664,9 +1680,21 @@
<name>DryLake</name>
<name>IntermittentReservoir</name>
<name>IntermittentLake</name>
<texture>Terrain/sand1.png</texture>
<texture-set>
<texture>Terrain/sand1.png</texture>
<texture n="11">Terrain/sand3.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/sand2.png</texture>
<texture n="11">Terrain/sand1.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/sand3.png</texture>
<texture n="11">Terrain/sand2.png</texture>
</texture-set>
<!--<texture>Terrain/sand1.png</texture>
<texture>Terrain/sand2.png</texture>
<texture>Terrain/sand3.png</texture>
<texture>Terrain/sand3.png</texture>-->
<xsize>2000</xsize>
<ysize>2000</ysize>
<solid>1</solid>
@ -1766,9 +1794,24 @@
<name>HerbTundraCover</name>
<name>HerbTundra</name>
<effect>Effects/herbtundra</effect>
<texture-set>
<texture>Terrain/herbtundra.png</texture>
<texture n="11">Terrain/grass_hires.png</texture>
<texture n="12">Terrain/rock.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/herbtundra2.png</texture>
<texture n="11">Terrain/grass_hires.png</texture>
<texture n="12">Terrain/rock.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/herbtundra3.png</texture>
<texture n="11">Terrain/grass_hires.png</texture>
<texture n="12">Terrain/rock.png</texture>
</texture-set>
<!--<texture>Terrain/herbtundra.png</texture>
<texture>Terrain/herbtundra2.png</texture>
<texture>Terrain/herbtundra3.png</texture>-->
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>4000000.0</light-coverage>

View file

@ -5,23 +5,16 @@
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec4 rawPos;
varying vec3 rawPos;
//varying vec3 ecViewdir;
//varying vec3 hazeColor;
//varying float fogCoord;
uniform sampler2D texture;
uniform sampler3D NoiseTex;
uniform sampler2D snow_texture;
uniform sampler2D detail_texture;
uniform sampler2D mix_texture;
//varying float ct;
//varying float delta_z;
//varying float alt;
varying float earthShade;
//varying float yprime;
//varying float vertex_alt;
varying float yprime_alt;
varying float mie_angle;
varying float steepness;
@ -30,27 +23,71 @@ varying float steepness;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
//uniform float ground_scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
//uniform float altitude;
uniform float eye_alt;
uniform float mysnowlevel;
uniform float dust_cover_factor;
uniform float wetness;
uniform float fogstructure;
uniform int quality_level;
uniform int tquality_level;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
float rand2D(in vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float cosine_interpolate(in float a, in float b, in float x)
{
float ft = x * 3.1415927;
float f = (1.0 - cos(ft)) * .5;
return a*(1.0-f) + b*f;
}
float simple_interpolate(in float a, in float b, in float x)
{
return a + smoothstep(0.0,1.0,x) * (b-a);
//return mix(a,b,x);
}
float interpolatedNoise2D(in float x, in float y)
{
float integer_x = x - fract(x);
float fractional_x = x - integer_x;
float integer_y = y - fract(y);
float fractional_y = y - integer_y;
float v1 = rand2D(vec2(integer_x, integer_y));
float v2 = rand2D(vec2(integer_x+1.0, integer_y));
float v3 = rand2D(vec2(integer_x, integer_y+1.0));
float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
float i1 = simple_interpolate(v1 , v2 , fractional_x);
float i2 = simple_interpolate(v3 , v4 , fractional_x);
return simple_interpolate(i1 , i2 , fractional_y);
}
float Noise2D(in vec2 coord, in float wavelength)
{
return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
}
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
@ -76,7 +113,7 @@ float fade_mix;
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
// create the illusion of improved visibility range
targ = 1.25 * targ; // need to sync with the distance to which terrain is drawn
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
if (alt < 30000.0)
@ -96,18 +133,173 @@ else
void main()
{
float dist = length(relPos);
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
//vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
vec4 texel;
vec4 snow_texel;
vec4 detail_texel;
vec4 mix_texel;
vec4 fragColor;
vec4 specular = vec4(0.0);
float intensity;
// get noise at different wavelengths
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
// 50m: detail texel
// 250m: detail texel
// 500m: distortion and overlay
// 1500m: overlay, detail, dust, fog
// 2000m: overlay, detail, snow, fog
float noise_10m;
float noise_5m;
noise_10m = Noise2D(rawPos.xy, 10.0);
noise_5m = Noise2D(rawPos.xy ,5.0);
float noisegrad_10m;
float noisegrad_5m;
float noise_50m;
float noise_250m;
float noise_500m = Noise2D(rawPos.xy, 500.0);
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
float noise_2000m = Noise2D(rawPos.xy, 2000.0);
//
// get the texels
texel = texture2D(texture, gl_TexCoord[0].st);
float distortion_factor = 1.0;
vec2 stprime;
int flag = 1;
int mix_flag = 1;
if (quality_level > 3)
{
snow_texel = texture2D(snow_texture, gl_TexCoord[0].st);
}
if (tquality_level > 2)
{
mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3);
if (mix_texel.a <0.1) {mix_flag = 0;}
}
if (tquality_level > 3)
{
stprime = vec2 (0.86*gl_TexCoord[0].s + 0.5*gl_TexCoord[0].t, 0.5*gl_TexCoord[0].s - 0.86*gl_TexCoord[0].t);
//distortion_factor = 0.9375 + (1.0 * nvL[2]);
distortion_factor = 0.97 + 0.06 * noise_500m;
stprime = stprime * distortion_factor * 15.0;
if (quality_level > 4)
{
stprime = stprime + normalize(relPos).xy * 0.02 * (noise_10m + 0.5 * noise_5m - 0.75);
}
detail_texel = texture2D(detail_texture, stprime);
if (detail_texel.a <0.1) {flag = 0;}
}
// texture preparation according to detail level
// mix in hires texture patches
float dist_fact;
float nSum;
float mix_factor;
if (tquality_level > 2)
{
// first the second texture overlay
if (mix_flag == 1)
{
nSum = nSum + 0.2 * (2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
nSum = nSum + 0.2 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
mix_factor = smoothstep(0.5, 0.54, nSum);
texel = mix(texel, mix_texel, mix_factor);
}
// then the detail texture overlay
}
if (tquality_level > 3)
{
if (dist < 40000.0)
{
if (flag == 1)
{
noise_50m = Noise2D(rawPos.xy, 50.0);
noise_250m = Noise2D(rawPos.xy, 250.0);
dist_fact = 0.1 * smoothstep(15000.0,40000.0, dist) - 0.03 * (1.0 - smoothstep(500.0,5000.0, dist));
nSum = ((1.0 -noise_2000m) + noise_1500m + 2.0 * noise_250m +noise_50m)/5.0;
nSum = nSum - 0.03 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
mix_factor = smoothstep(0.47, 0.54, nSum - dist_fact);
if (mix_factor > 0.8) {mix_factor = 0.8;}
texel = mix(texel, detail_texel,mix_factor);
}
}
}
vec4 dust_color;
float snow_alpha;
if (quality_level > 3)
{
// mix dust
dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
// mix snow
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
texel = mix(texel, snow_texel, smoothstep(mysnowlevel, mysnowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
}
// get distribution of water when terrain is wet
float water_threshold1;
float water_threshold2;
float water_factor =0.0;
if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
{
water_threshold1 = 1.0-0.5* wetness;
water_threshold2 = 1.0 - 0.3 * wetness;
water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
}
// darken wet terrain
texel.rgb = texel.rgb * (1.0 - 0.6 * wetness);
// light computations
vec4 light_specular = gl_LightSource[0].specular;
@ -118,62 +310,28 @@ void main()
n = normalize(n);
NdotL = dot(n, lightDir);
if ((tquality_level > 3) && (mix_flag ==1)&& (dist < 2000.0) && (quality_level > 4))
{
noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
NdotL = NdotL + 1.0 * (noisegrad_10m + 0.5* noisegrad_5m) * mix_factor/0.8 * (1.0 - smoothstep(1000.0, 2000.0, dist));
}
if (NdotL > 0.0) {
color += diffuse_term * NdotL;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
specular.rgb = ((gl_FrontMaterial.specular.rgb + (water_factor * vec3 (1.0, 1.0, 1.0)))
* light_specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess));
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
}
color.a = diffuse_term.a;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.
color = clamp(color, 0.0, 1.0);
texel = texture2D(texture, gl_TexCoord[0].st);
snow_texel = texture2D(snow_texture, gl_TexCoord[0].st);
// this is the snow and dust generating part, ger some noise vectors
vec4 noisevec = texture3D(NoiseTex, (rawPos.xyz)*0.003); // small scale noise
//vec4 nvL = texture3D(NoiseTex, (rawPos.xyz)*0.00066);
vec4 nvL = texture3D(NoiseTex, (rawPos.xyz)*0.0001); // large scale noise
vec4 nvR = texture3D(NoiseTex, (rawPos.xyz)*0.00003); // really large scale noise
//float ns=0.06;
// ns += nvL[0]*0.4;
//ns += nvL[1]*0.6;
//ns += nvL[2]*2.0;
//ns += nvL[3]*4.0;
//ns += noisevec[0]*0.1;
//ns += noisevec[1]*0.4;
//ns += noisevec[2]*0.8;
//ns += noisevec[3]*2.1;
// gradient effect for snow
// mix dust
vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
//dust_color.rgb = dust_color.rgb * nvL[1];
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * nvL[1],0.0, 1.0) );
float snow_alpha = smoothstep(0.7, 0.8, abs(steepness));
//vec4 snow_texel = clamp(ns+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0);
//snow_texel.a = snow_alpha * snow_texel.a;
// mix snow
texel = mix(texel, snow_texel, smoothstep(mysnowlevel, mysnowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noisevec[1] * abs(noisevec[1])+ nvL[1])*1500.0));
// gradient
//fragColor = mix(vec4(ns-0.30, ns-0.29, ns-0.37, 1.0), fragColor, smoothstep(0.0, 0.40, steepness));// +nvL[2]*1.3));
fragColor = color * texel + specular;
@ -181,10 +339,10 @@ vec4 nvR = texture3D(NoiseTex, (rawPos.xyz)*0.00003); // really large scale no
float delta_z = hazeLayerAltitude - eye_alt;
float dist = length(relPos);
if (dist > 40.0)
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
//if (dist > 40.0)
{
alt = eye_alt;
@ -247,21 +405,33 @@ transmission_arg = (dist-distance_in_layer)/avisibility;
float eqColorFactor;
//float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, relPos.z + eye_alt);
if (visibility < avisibility)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 0.8 * visibility * fogstructure * (( 0.4 * nvL[1] + 0.6 * nvR[1]) -0.1) ));
//transmission_arg = transmission_arg + (distance_in_layer/visibility);
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/visibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -scattering);
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 0.8 * avisibility * fogstructure * (( 0.4 * nvL[1] + 0.6 * nvR[1]) -0.1) ));
//transmission_arg = transmission_arg + (distance_in_layer/avisibility);
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -scattering);
}
@ -284,7 +454,7 @@ hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
// now dim the light for haze
earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
// Mie-like factor
@ -308,10 +478,9 @@ hazeColor.y = hazeColor.y * 0.9;
// additional blue in indirect light
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
intensity = length(hazeColor);
hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,earthShade) ));
hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
//intensity = length(hazeColor);
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,eqColorFactor))));
@ -320,32 +489,22 @@ hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
// randomness
//hazeColor.rgb = hazeColor.rgb + 0.2 * hazeColor.rgb * nvL[1];
// determine the right mix of transmission and haze
//fragColor.xyz = transmission * fragColor.xyz + (1.0-transmission) * eqColorFactor * hazeColor * earthShade;
//fragColor.rgb = mix(fragColor.rgb, vec3 (1.0, 1.0, 1.0), overcast );
fragColor.xyz = mix(eqColorFactor * hazeColor * earthShade, fragColor.xyz,transmission);
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
gl_FragColor = fragColor;
}
else // if dist < 40.0 no fogging at all
else // if dist < threshold no fogging at all
{
gl_FragColor = fragColor;
}
//gl_FragColor.rgb = 5.0 * nvL[1] * vec3 (1.0, 1.0, 1.0);
}

View file

@ -21,18 +21,15 @@
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec4 rawPos;
varying vec3 rawPos;
//varying vec3 ecViewdir;
varying float earthShade;
//varying float yprime;
//varying float vertex_alt;
//varying float earthShade;
varying float yprime_alt;
varying float mie_angle;
varying float steepness;
uniform int colorMode;
uniform float hazeLayerAltitude;
uniform float terminator;
@ -40,8 +37,10 @@ uniform float terrain_alt;
uniform float avisibility;
uniform float visibility;
uniform float overcast;
//uniform float scattering;
uniform float ground_scattering;
uniform float eye_alt;
float earthShade;
// This is the value used in the skydome scattering shader - use the same here for consistency?
@ -72,9 +71,10 @@ void main()
float vertex_alt;
float scattering;
rawPos = gl_Vertex;
rawPos = gl_Vertex.xyz;
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
// this code is copied from default.vert
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
@ -98,20 +98,41 @@ void main()
// here start computations for the haze layer
// we need several geometrical quantities
// first current altitude of eye position in model space
// 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;
//ecViewdir = (gl_ModelViewMatrix * (ep - gl_Vertex)).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);
// early culling of vertices which can't be seen due to ground haze despite being in aloft visibility range
float delta_z = hazeLayerAltitude - eye_alt;
//if (((dist * (relPos.z - delta_z)/relPos.z > visibility ) && (relPos.z < 0.0) && (delta_z < 0.0) && (dist > 30000.0)))
if (0==1)
{
gl_Position = vec4(0.0, 0.0, -1000.0, 1.0); // move outside of view frustrum, gets culled before reaching fragment shader
earthShade = 1.0;
mie_angle = 1.0;
yprime_alt = 0.0;
}
else
{
// branch dependent on daytime
if (terminator < 1000000.0) // the full, sunrise and sunset computation
@ -164,13 +185,13 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.5)
{
light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.xyz);
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
intensity = length(light_diffuse.xyz);
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}
@ -224,6 +245,12 @@ else // the faster, full-day version without lightfields
}
// a sky/earth irradiation map model - the sky creates much more diffuse radiation than the ground, so
// steep faces end up shaded more
light_ambient = light_ambient * ((1.0+steepness)/2.0 * 1.2 + (1.0-steepness)/2.0 * 0.2);
// default lighting based on texture and material using the light we have just computed
diffuse_term = diffuse_color* light_diffuse;
@ -239,5 +266,8 @@ else // the faster, full-day version without lightfields
// 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;
}
}

View file

@ -6,18 +6,10 @@ varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
//varying vec3 hazeColor;
//varying float fogCoord;
uniform sampler2D texture;
//varying float ct;
//varying float delta_z;
//varying float alt;
varying float earthShade;
//varying float yprime;
//varying float vertex_alt;
varying float yprime_alt;
varying float mie_angle;
@ -37,6 +29,7 @@ const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float luminance(vec3 color)
{
@ -133,8 +126,8 @@ void main()
float delta_z = hazeLayerAltitude - eye_alt;
float dist = length(relPos);
if (dist > 40.0)
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
//if (dist > 40.0)
{
alt = eye_alt;
@ -231,7 +224,7 @@ hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
// now dim the light for haze
float eShade = earthShade;
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
// Mie-like factor
@ -271,7 +264,6 @@ hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 4
// determine the right mix of transmission and haze
//fragColor.xyz = transmission * fragColor.xyz + (1.0-transmission) * eqColorFactor * hazeColor * earthShade;
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);

View file

@ -22,7 +22,7 @@ varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying float earthShade;
//varying float earthShade;
//varying float yprime;
//varying float vertex_alt;
varying float yprime_alt;
@ -46,6 +46,9 @@ uniform float ground_scattering;
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;
@ -159,13 +162,13 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.5)
{
light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.xyz);
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
light_ambient.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
intensity = length(light_diffuse.xyz);
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) ));
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}

View file

@ -1,23 +1,15 @@
// -*-C++-*-
// written by Thorsten Renk, Oct 2011, based on default.frag
// Ambient term comes in gl_Color.rgb.
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
//varying vec3 hazeColor;
//varying float fogCoord;
uniform sampler2D texture;
//varying float ct;
//varying float delta_z;
//varying float alt;
varying float earthShade;
//varying float yprime;
//varying float vertex_alt;
varying float yprime_alt;
varying float mie_angle;
@ -25,14 +17,13 @@ varying float mie_angle;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
//uniform float ground_scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
//uniform float altitude;
uniform float eye_alt;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
@ -68,7 +59,7 @@ float fade_mix;
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
// create the illusion of improved visibility range
targ = 1.25 * targ; // need to sync with the distance to which terrain is drawn
targ = 1.25 * targ * smoothstep(0.07,0.1,targ); // need to sync with the distance to which terrain is drawn
if (alt < 30000.0)
@ -88,43 +79,13 @@ else
void main()
{
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 texel;
vec4 fragColor;
vec4 specular = vec4(0.0);
float intensity;
vec4 light_specular = gl_LightSource[0].specular;
// If gl_Color.a == 0, this is a back-facing polygon and the
// normal should be reversed.
n = (2.0 * gl_Color.a - 1.0) * normal;
n = normalize(n);
NdotL = dot(n, lightDir);
if (NdotL > 0.0) {
color += diffuse_term * NdotL;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
* light_specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess));
}
color.a = diffuse_term.a;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.
color = clamp(color, 0.0, 1.0);
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel + specular;
vec4 fragColor = gl_Color * texture2D(texture, gl_TexCoord[0].st);
@ -134,8 +95,9 @@ void main()
float delta_z = hazeLayerAltitude - eye_alt;
float dist = length(relPos);
if (dist > 40.0)
if (dist > max(40.0, 0.07 * min(visibility,avisibility)))
//if (dist > 40.0)
//if (0==1)
{
alt = eye_alt;
@ -232,8 +194,8 @@ hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
// now dim the light for haze
float eShade = earthShade;
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
//float eShade = earthShade;
float eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
// Mie-like factor
@ -266,8 +228,8 @@ hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (
// reduce haze intensity when looking at shaded surfaces, only in terminator region
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
//float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
//hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
// determine the right mix of transmission and haze

View file

@ -18,11 +18,11 @@
// 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 vec4 diffuse_term;
//varying vec3 normal;
varying vec3 relPos;
varying float earthShade;
//varying float earthShade;
//varying float yprime;
//varying float vertex_alt;
varying float yprime_alt;
@ -38,6 +38,8 @@ uniform float overcast;
//uniform float scattering;
uniform float ground_scattering;
float earthShade;
// 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;
@ -90,7 +92,7 @@ void main()
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));
normal = normalize(-ecPosition);
//normal = normalize(-ecPosition);
float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition));
@ -228,20 +230,13 @@ else // the faster, full-day version without lightfields
}
// default lighting based on texture and material using the light we have just computed
// tree shader lighting
vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n);
vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + light_ambient * gl_FrontMaterial.ambient;
gl_FrontColor = ambientColor + light_diffuse * vec4(diffuse, 1.0);
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;
}

12
Shaders/trivial.frag Normal file
View file

@ -0,0 +1,12 @@
// -*-C++-*-
void main()
{
gl_FragColor = vec4 (1.0, 1.0, 1.0, 1.0);
}

18
Shaders/trivial.vert Normal file
View file

@ -0,0 +1,18 @@
// -*-C++-*-
// 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.
#version 120
#define MODE_OFF 0
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
void main()
{
gl_Position = ftransform();
}

View file

@ -0,0 +1,537 @@
// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier.
// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
// Adapted from the paper and sources by M. Drobot in GPU Pro : Quadtree Displacement Mapping with Height Blending
#version 120
#extension GL_ATI_shader_texture_lod : enable
#extension GL_ARB_shader_texture_lod : enable
#define TEXTURE_MIP_LEVELS 10
#define TEXTURE_PIX_COUNT 1024 //pow(2,TEXTURE_MIP_LEVELS)
#define BINARY_SEARCH_COUNT 10
#define BILINEAR_SMOOTH_FACTOR 2.0
varying vec3 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 VTangent;
//varying vec3 VBinormal;
//varying vec3 Normal;
varying vec4 constantColor;
varying vec3 light_diffuse;
varying vec3 relPos;
varying float yprime_alt;
varying float mie_angle;
//varying float steepness;
uniform sampler3D NoiseTex;
uniform sampler2D BaseTex;
uniform sampler2D NormalTex;
uniform sampler2D QDMTex;
uniform float depth_factor;
uniform float tile_size;
uniform float quality_level;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
uniform float eye_alt;
uniform float mysnowlevel;
uniform float dust_cover_factor;
uniform float wetness;
uniform float fogstructure;
uniform vec3 night_color;
const float scale = 1.0;
int linear_search_steps = 10;
int GlobalIterationCount = 0;
int gIterationCap = 64;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float rand2D(in vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float simple_interpolate(in float a, in float b, in float x)
{
return a + smoothstep(0.0,1.0,x) * (b-a);
}
float interpolatedNoise2D(in float x, in float y)
{
float integer_x = x - fract(x);
float fractional_x = x - integer_x;
float integer_y = y - fract(y);
float fractional_y = y - integer_y;
float v1 = rand2D(vec2(integer_x, integer_y));
float v2 = rand2D(vec2(integer_x+1.0, integer_y));
float v3 = rand2D(vec2(integer_x, integer_y+1.0));
float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
float i1 = simple_interpolate(v1 , v2 , fractional_x);
float i2 = simple_interpolate(v3 , v4 , fractional_x);
return simple_interpolate(i1 , i2 , fractional_y);
}
float Noise2D(in vec2 coord, in float wavelength)
{
return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
}
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 > 30.0) {return e;}
if (x < -15.0) {return 0.0;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
// this determines how light is attenuated in the distance
// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
// for distance > visibility
float fog_func (in float targ)
{
float fade_mix;
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
// create the illusion of improved visibility range
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
if (alt < 30000.0)
{return exp(-targ - targ * targ * targ * targ);}
else if (alt < 50000.0)
{
fade_mix = (alt - 30000.0)/20000.0;
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
}
else
{
return exp(- targ * targ - pow(targ,4.0));
}
}
void QDM(inout vec3 p, inout vec3 v)
{
const int MAX_LEVEL = TEXTURE_MIP_LEVELS;
const float NODE_COUNT = TEXTURE_PIX_COUNT;
const float TEXEL_SPAN_HALF = 1.0 / NODE_COUNT / 2.0;
float fDeltaNC = TEXEL_SPAN_HALF * depth_factor;
vec3 p2 = p;
float level = MAX_LEVEL;
vec2 dirSign = (sign(v.xy) + 1.0) * 0.5;
GlobalIterationCount = 0;
float d = 0.0;
while (level >= 0.0 && GlobalIterationCount < gIterationCap)
{
vec4 uv = vec4(p2.xyz, level);
d = texture2DLod(QDMTex, uv.xy, uv.w).w;
if (d > p2.z)
{
//predictive point of ray traversal
vec3 tmpP2 = p + v * d;
//current node count
float nodeCount = pow(2.0, (MAX_LEVEL - level));
//current and predictive node ID
vec4 nodeID = floor(vec4(p2.xy, tmpP2.xy)*nodeCount);
//check if we are crossing the current cell
if (nodeID.x != nodeID.z || nodeID.y != nodeID.w)
{
//calculate distance to nearest bound
vec2 a = p2.xy - p.xy;
vec2 p3 = (nodeID.xy + dirSign) / nodeCount;
vec2 b = p3.xy - p.xy;
vec2 dNC = (b.xy * p2.z) / a.xy;
//take the nearest cell
d = min(d,min(dNC.x, dNC.y))+fDeltaNC;
level++;
//use additional convergence speed-up
#ifdef USE_QDM_ASCEND_INTERVAL
if(frac(level*0.5) > EPSILON)
level++;
#elseif USE_QDM_ASCEND_CONST
level++;
#endif
}
p2 = p + v * d;
}
level--;
GlobalIterationCount++;
}
//
// Manual Bilinear filtering
//
float rayLength = length(p2.xy - p.xy) + fDeltaNC;
float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
vec4 p2a = vec4(p + v * dA, 0.0);
vec4 p2b = vec4(p + v * dB, 0.0);
dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w;
dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w;
dA = abs(p2a.z - dA);
dB = abs(p2b.z - dB);
p2 = mix(p2a.xyz, p2b.xyz, dA / (dA + dB));
p = p2;
}
float ray_intersect_QDM(vec2 dp, vec2 ds)
{
vec3 p = vec3( dp, 0.0 );
vec3 v = vec3( ds, 1.0 );
QDM( p, v );
return p.z;
}
float ray_intersect_relief(vec2 dp, vec2 ds)
{
float size = 1.0 / float(linear_search_steps);
float depth = 0.0;
float best_depth = 1.0;
for(int i = 0; i < linear_search_steps - 1; ++i)
{
depth += size;
float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
if(best_depth > 0.996)
if(depth >= t)
best_depth = depth;
}
depth = best_depth;
const int binary_search_steps = 5;
for(int i = 0; i < binary_search_steps; ++i)
{
size *= 0.5;
float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
if(depth >= t)
{
best_depth = depth;
depth -= 2.0 * size;
}
depth += size;
}
return(best_depth);
}
float ray_intersect(vec2 dp, vec2 ds)
{
if ( quality_level >= 4.0 )
return ray_intersect_QDM( dp, ds );
else
return ray_intersect_relief( dp, ds );
}
void main (void)
{
if ( quality_level >= 3.0 ) {
linear_search_steps = 20;
}
vec3 normal = normalize(VNormal);
vec3 tangent = normalize(VTangent);
//vec3 binormal = normalize(VBinormal);
vec3 binormal = normalize(cross(normal, tangent));
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
vec3 V = normalize(ecPos3);
vec3 s = vec3(dot(V, tangent), dot(V, binormal), dot(normal, -V));
vec2 ds = s.xy * depth_factor / s.z;
vec2 dp = gl_TexCoord[0].st - ds;
float d = ray_intersect(dp, ds);
vec2 uv = dp + ds * d;
vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
float emis = N.z;
N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy)));
float Nz = N.z;
N = normalize(N.x * tangent + N.y * binormal + N.z * normal);
vec3 l = gl_LightSource[0].position.xyz;
vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
float shadow_factor = 1.0;
// Shadow
if ( quality_level >= 2.0 ) {
dp += ds * d;
vec3 sl = normalize( vec3( dot( l, tangent ), dot( l, binormal ), dot( -l, normal ) ) );
ds = sl.xy * depth_factor / sl.z;
dp -= ds * d;
float dl = ray_intersect(dp, ds);
if ( dl < d - 0.05 )
shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
}
// end shadow
vec4 ambient_light = constantColor + vec4 (light_diffuse,1.0) * vec4(diffuse, 1.0);
float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11;
if ( shadow_factor < 1.0 )
ambient_light = constantColor + vec4(light_diffuse,1.0) * shadow_factor * vec4(diffuse, 1.0);
float emission_factor = (1.0 - smoothstep(0.15, 0.25, reflectance)) * emis;
vec4 tc = texture2D(BaseTex, uv);
emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2.0) -0.2;
ambient_light += (emission_factor * vec4(night_color, 0.0));
vec4 finalColor = texture2D(BaseTex, uv);
// texel postprocessing by shader effects
// dust effect
vec4 dust_color;
float noise_1500m = Noise2D(rawpos.xy, 1500.0);
float noise_2000m = Noise2D(rawpos.xy, 2000.0);
if (quality_level > 2)
{
// mix dust
dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
finalColor = mix(finalColor, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
}
// darken wet terrain
finalColor.rgb = finalColor.rgb * (1.0 - 0.6 * wetness);
finalColor *= ambient_light;
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
//finalColor.rgb = fog_Func(finalColor.rgb, fogType);
// here comes the terrain haze model
float dist = length(relPos);
float delta_z = hazeLayerAltitude - eye_alt;
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
{
alt = eye_alt;
float transmission;
float vAltitude;
float delta_zv;
float H;
float distance_in_layer;
float transmission_arg;
float intensity;
vec3 lightDir = gl_LightSource[0].position.xyz;
// angle with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
if (delta_z > 0.0) // we're inside the layer
{
if (ct < 0.0) // we look down
{
distance_in_layer = dist;
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
delta_zv = delta_z - vAltitude;
}
else // we may look through upper layer edge
{
H = dist * ct;
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
else {distance_in_layer = dist;}
vAltitude = min(distance_in_layer,visibility) * ct;
delta_zv = delta_z - vAltitude;
}
}
else // we see the layer from above, delta_z < 0.0
{
H = dist * -ct;
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
{
distance_in_layer = 0.0;
delta_zv = 0.0;
}
else
{
vAltitude = H + delta_z;
distance_in_layer = vAltitude/H * dist;
vAltitude = min(distance_in_layer,visibility) * (-ct);
delta_zv = vAltitude;
}
}
// ground haze cannot be thinner than aloft visibility in the model,
// so we need to use aloft visibility otherwise
transmission_arg = (dist-distance_in_layer)/avisibility;
float eqColorFactor;
if (visibility < avisibility)
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/visibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -scattering);
}
else
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -scattering);
}
transmission = fog_func(transmission_arg);
// there's always residual intensity, we should never be driven to zero
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor;
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
// now dim the light for haze
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
// Mie-like factor
if (lightArg < 5.0)
{intensity = length(hazeColor);
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
}
// high altitude desaturation of the haze color
intensity = length(hazeColor);
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
// blue hue of haze
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
// additional blue in indirect light
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
intensity = length(hazeColor);
hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,eqColorFactor))));
// reduce haze intensity when looking at shaded surfaces, only in terminator region
float shadow = mix( min(1.0 + dot(VNormal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
finalColor.xyz = mix(eqColorFactor * hazeColor * eShade, finalColor.xyz,transmission);
gl_FragColor = finalColor;
}
else // if dist < threshold no fogging at all
{
gl_FragColor = finalColor;
}
// gl_FragColor = finalColor;
if (dot(normal,-V) > 0.1) {
vec4 iproj = gl_ProjectionMatrix * p;
iproj /= iproj.w;
gl_FragDepth = (iproj.z+1.0)/2.0;
} else {
gl_FragDepth = gl_FragCoord.z;
}
}

View file

@ -0,0 +1,279 @@
// -*-C++-*-
// 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
// 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 vec3 relPos;
varying vec3 rawPos;
varying vec3 VNormal;
//varying vec3 Normal;
varying vec3 VTangent;
//varying vec3 VBinormal;
varying vec4 ecPosition;
varying vec4 constantColor;
varying vec3 light_diffuse;
varying float yprime_alt;
varying float mie_angle;
//varying float steepness;
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 eye_alt;
attribute vec3 tangent;//, binormal;
float earthShade;
float steepness;
// 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 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_ambient;
//float yprime_alt;
float yprime;
float lightArg;
float intensity;
float vertex_alt;
float scattering;
rawPos = gl_Vertex.xyz;
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
VNormal = normalize(gl_NormalMatrix * gl_Normal);
ecPosition = gl_ModelViewMatrix * gl_Vertex;
// Normal = normalize(gl_Normal);
VTangent = gl_NormalMatrix * tangent;
// VBinormal = gl_NormalMatrix * binormal;
// this code is copied from default.vert
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
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);
// early culling of vertices which can't be seen due to ground haze despite being in aloft visibility range
float delta_z = hazeLayerAltitude - eye_alt;
//if (((dist * (relPos.z - delta_z)/relPos.z > visibility ) && (relPos.z < 0.0) && (delta_z < 0.0) && (dist > 30000.0)))
if (0==1)
{
gl_Position = vec4(0.0, 0.0, -1000.0, 1.0); // move outside of view frustrum, gets culled before reaching fragment shader
earthShade = 1.0;
mie_angle = 1.0;
yprime_alt = 0.0;
}
else
{
// 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 < 5.0)
{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 = light_diffuse * scattering;
light_ambient.b = light_func(lightArg, 0.000506, 0.131, -3.315, 0.000457, 0.5);
light_ambient.g = light_func(lightArg, 2.264e-05, 0.134, 0.967, 3.66e-05, 0.4);
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.a = 0.0;
// 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.xyz = intensity * normalize(mix(light_ambient.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.8,earthShade) ));
intensity = length(light_diffuse.xyz);
light_diffuse.xyz = intensity * normalize(mix(light_diffuse.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 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 = vec3 (1.0, 1.0, 1.0);
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_ambient.b = 0.41 + lightArg * 0.08;
light_ambient.g = 0.333 + lightArg * 0.06;
light_ambient.r = 0.316 + lightArg * 0.016;
}
light_diffuse = light_diffuse * scattering;
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
}
// a sky/earth irradiation map model - the sky creates much more diffuse radiation than the ground, so
// steep faces end up shaded more
light_ambient = light_ambient * ((1.0+steepness)/2.0 * 1.2 + (1.0-steepness)/2.0 * 0.2);
// default lighting based on texture and material using the light we have just computed
gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + light_ambient);
}
}

View file

@ -18,7 +18,7 @@ varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
//varying vec3 VBinormal;
varying vec3 Normal;
varying vec4 constantColor;
@ -177,7 +177,8 @@ void main (void)
}
vec3 normal = normalize(VNormal);
vec3 tangent = normalize(VTangent);
vec3 binormal = normalize(VBinormal);
//vec3 binormal = normalize(VBinormal);
vec3 binormal = normalize(cross(normal, tangent));
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
vec3 V = normalize(ecPos3);
vec3 s = vec3(dot(V, tangent), dot(V, binormal), dot(normal, -V));

View file

@ -7,10 +7,10 @@ varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec3 VTangent;
varying vec3 VBinormal;
//varying vec3 VBinormal;
varying vec4 constantColor;
attribute vec3 tangent, binormal;
attribute vec3 tangent;//, binormal;
////fog "include"////////
// uniform int fogType;

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@ -121,6 +121,38 @@
</text>
<text>
<x>5</x>
<y>60</y>
<label>Terrain wetness:</label>
</text>
<text>
<x>120</x>
<y>60</y>
<label>dry </label>
</text>
<slider>
<x>190</x>
<y>60</y>
<width>90</width>
<height>20</height>
<min>0.0</min>
<max>0.7</max>
<property>/environment/surface/wetness</property>
<binding>
<command>dialog-apply</command>
</binding>
</slider>
<text>
<x>290</x>
<y>60</y>
<label>wet</label>
</text>
<group>
<x>10</x>
<y>10</y>

View file

@ -71,6 +71,60 @@
</empty>
</group>
<group>
<layout>hbox</layout>
<halign>right</halign>
<text>
<halign>left</halign>
<label>Transition</label>
</text>
<slider>
<name>transition</name>
<min>0.0</min>
<max>5.0</max>
<step>1.0</step>
<fraction>0.17</fraction>
<live>true</live>
<property>/sim/rendering/shaders/transition</property>
<binding>
<command>dialog-apply</command>
<object-name>transition</object-name>
</binding>
</slider>
<empty>
<pref-width>55</pref-width>
</empty>
</group>
<group>
<layout>hbox</layout>
<halign>right</halign>
<text>
<halign>left</halign>
<label>Urban</label>
</text>
<slider>
<name>urban</name>
<min>0.0</min>
<max>5.0</max>
<step>1.0</step>
<fraction>0.17</fraction>
<live>true</live>
<property>/sim/rendering/shaders/urban</property>
<binding>
<command>dialog-apply</command>
<object-name>urban</object-name>
</binding>
</slider>
<empty>
<pref-width>55</pref-width>
</empty>
</group>
<group>
<layout>hbox</layout>
<halign>right</halign>