diff --git a/Effects/building.eff b/Effects/building.eff
index 8cafc2d05..252860104 100644
--- a/Effects/building.eff
+++ b/Effects/building.eff
@@ -98,6 +98,91 @@
+
+
+
+
+
+ /sim/rendering/shaders/skydome
+ /sim/rendering/shaders/quality-level
+ /sim/rendering/shaders/model
+
+
+ 2.0
+
+
+
+ GL_ARB_shader_objects
+ GL_ARB_shading_language_100
+ GL_ARB_vertex_shader
+ GL_ARB_fragment_shader
+
+
+
+
+
+
+
+ 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Shaders/building-ubershader.vert
+ Shaders/ubershader-lightfield.frag
+
+
+
diff --git a/Effects/model-combined.eff b/Effects/model-combined.eff
index c4337dda4..bc2b8e134 100644
--- a/Effects/model-combined.eff
+++ b/Effects/model-combined.eff
@@ -151,7 +151,659 @@ please see Docs/README.model-combined.eff for documentation
7
-->
-
+
+
+
+ /sim/rendering/shaders/skydome
+ /sim/rendering/shaders/quality-level
+ /sim/rendering/shaders/model
+
+
+ 2.0
+
+
+
+ GL_ARB_shader_objects
+ GL_ARB_shading_language_100
+ GL_ARB_vertex_shader
+ GL_ARB_fragment_shader
+
+
+
+
+
+ true
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 0
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 1
+ noise
+
+
+
+ 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Shaders/ubershader.vert
+
+ Shaders/ubershader-lightfield.frag
+
+
+
+
+ BaseTex
+ sampler-2d
+ 0
+
+
+
+ ReflNoiseTex
+ sampler-3d
+ 1
+
+
+
+ NormalTex
+ sampler-2d
+ 2
+
+
+
+ LightMapTex
+ sampler-2d
+ 3
+
+
+
+ ReflMapTex
+ sampler-2d
+ 4
+
+
+
+ Environment
+ sampler-cube
+ 5
+
+
+
+ ReflFresnelTex
+ sampler-2d
+ 6
+
+
+
+ ReflRainbowTex
+ sampler-2d
+ 7
+
+
+
+
+
+
+
+ nmap_enabled
+ int
+
+
+
+
+
+
+
+ nmap_dds
+ int
+
+
+
+
+
+
+ nmap_tile
+ float
+
+
+
+
+
+
+
+
+ lightmap_enabled
+ int
+
+
+
+
+
+
+ lightmap_multi
+ int
+
+
+
+
+
+
+ lightmap_r_factor
+ float
+
+
+
+
+
+
+ lightmap_r_color
+ float-vec3
+
+
+
+
+
+
+ lightmap_g_factor
+ float
+
+
+
+
+
+
+ lightmap_g_color
+ float-vec3
+
+
+
+
+
+
+ lightmap_b_factor
+ float
+
+
+
+
+
+
+ lightmap_b_color
+ float-vec3
+
+
+
+
+
+
+ lightmap_a_factor
+ float
+
+
+
+
+
+
+ lightmap_a_color
+ float-vec3
+
+
+
+
+
+
+
+ refl_enabled
+ int
+
+
+
+
+
+
+ refl_correction
+ float
+
+
+
+
+
+
+
+ refl_map
+ int
+
+
+
+
+
+
+ refl_dynamic
+ int
+
+
+
+
+
+
+
+ refl_rainbow
+ float
+
+
+
+
+
+
+
+ refl_fresnel
+ float
+
+
+
+
+
+
+
+ refl_noise
+ float
+
+
+
+
+
+
+
+ dirt_enabled
+ int
+
+
+
+
+
+
+ dirt_multi
+ int
+
+
+
+
+
+
+ dirt_r_color
+ float-vec3
+
+
+
+
+
+
+ dirt_r_factor
+ float
+
+
+
+
+
+
+ dirt_g_color
+ float-vec3
+
+
+
+
+
+
+ dirt_g_factor
+ float
+
+
+
+
+
+
+ dirt_b_color
+ float-vec3
+
+
+
+
+
+
+ dirt_b_factor
+ float
+
+
+
+
+
+
+
+ amb_correction
+ float
+
+
+
+
+
+
+ shader_qual
+ int
+
+
+
+
+
+
+ hdg
+ float
+
+
+
+
+
+
+ pitch
+ float
+
+
+
+
+
+
+ roll
+ float
+
+
+
+
+
+
+
+ visibility
+ float
+
+
+
+
+
+ avisibility
+ float
+
+
+
+
+
+ hazeLayerAltitude
+ float
+
+
+
+
+
+ scattering
+ float
+
+
+
+
+
+ terminator
+ float
+
+
+
+
+
+ ground_scattering
+ float
+
+
+
+
+
+ terminator
+ float
+
+
+
+
+
+ terrain_alt
+ float
+
+
+
+
+
+ overcast
+ float
+
+
+
+
+
+ eye_alt
+ float
+
+
+
+
+
+ cloud_self_shading
+ float
+
+
+
+ moonlight
+ float
+
+
+
+
+ rembrandt_enabled
+ int
+
+
+
+
+
+
@@ -768,4 +1420,4 @@ please see Docs/README.model-combined.eff for documentation
-
\ No newline at end of file
+
diff --git a/Shaders/building-ubershader.vert b/Shaders/building-ubershader.vert
index 3821ce950..d0d8cee8c 100644
--- a/Shaders/building-ubershader.vert
+++ b/Shaders/building-ubershader.vert
@@ -8,6 +8,7 @@ varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 vViewVec;
+varying vec3 vertVec;
varying vec3 reflVec;
varying float alpha;
@@ -83,7 +84,7 @@ void main(void)
alpha = 1.0;
// Vertex in eye coordinates
- vec3 vertVec = ecPosition.xyz;
+ vertVec = ecPosition.xyz;
vViewVec.x = dot(t, vertVec);
vViewVec.y = dot(b, vertVec);
vViewVec.z = dot(n, vertVec);
diff --git a/Shaders/ubershader-lightfield.frag b/Shaders/ubershader-lightfield.frag
new file mode 100644
index 000000000..59ce84137
--- /dev/null
+++ b/Shaders/ubershader-lightfield.frag
@@ -0,0 +1,461 @@
+// -*- mode: C; -*-
+// Licence: GPL v2
+// Authors: Frederic Bouvier and Gijs de Rooy
+// with major additions and revisions by
+// Emilian Huminiuc and Vivian Meazza 2011
+// ported to Atmospheric Light Scattering
+// by Thorsten Renk, 2013
+#version 120
+
+varying vec3 rawpos;
+varying vec3 VNormal;
+varying vec3 VTangent;
+varying vec3 VBinormal;
+varying vec3 vViewVec;
+varying vec3 reflVec;
+varying vec3 vertVec;
+
+varying float alpha;
+
+uniform samplerCube Environment;
+uniform sampler2D BaseTex;
+uniform sampler2D NormalTex;
+uniform sampler2D LightMapTex;
+uniform sampler2D ReflMapTex;
+uniform sampler2D ReflFresnelTex;
+uniform sampler2D ReflRainbowTex;
+uniform sampler3D ReflNoiseTex;
+
+uniform int nmap_enabled;
+uniform int nmap_dds;
+uniform int refl_enabled;
+uniform int refl_map;
+uniform int lightmap_enabled;
+uniform int lightmap_multi;
+uniform int shader_qual;
+uniform int dirt_enabled;
+uniform int dirt_multi;
+
+uniform float lightmap_r_factor;
+uniform float lightmap_g_factor;
+uniform float lightmap_b_factor;
+uniform float lightmap_a_factor;
+uniform float refl_correction;
+uniform float refl_fresnel;
+uniform float refl_rainbow;
+uniform float refl_noise;
+uniform float amb_correction;
+uniform float dirt_r_factor;
+uniform float dirt_g_factor;
+uniform float dirt_b_factor;
+uniform float nmap_tile;
+
+
+uniform float hazeLayerAltitude;
+uniform float visibility;
+uniform float avisibility;
+uniform float terminator;
+uniform float terrain_alt;
+uniform float overcast;
+uniform float ground_scattering;
+uniform float scattering;
+uniform float moonlight;
+uniform float cloud_self_shading;
+uniform float eye_alt;
+
+uniform mat4 osg_ViewMatrixInverse;
+uniform mat4 osg_ViewMatrix;
+
+
+// constants needed by the light and fog computations ###################################################
+
+const float EarthRadius = 5800000.0;
+const float terminator_width = 200000.0;
+
+uniform vec3 lightmap_r_color;
+uniform vec3 lightmap_g_color;
+uniform vec3 lightmap_b_color;
+uniform vec3 lightmap_a_color;
+
+uniform vec3 dirt_r_color;
+uniform vec3 dirt_g_color;
+uniform vec3 dirt_b_color;
+
+float alt;
+
+///fog include//////////////////////
+uniform int fogType;
+vec3 fog_Func(vec3 color, int type);
+////////////////////////////////////
+
+float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
+{
+ 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));
+}
+
+float fog_func (in float targ)
+{
+float fade_mix;
+
+ targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which objects are drawn unfogged
+
+ 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 main (void)
+{
+ vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
+ vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * nmap_tile);
+ vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st);
+ vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz);
+ vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st);
+
+ vec3 mixedcolor;
+ vec3 N = vec3(0.0,0.0,1.0);
+ float pf = 0.0;
+///some generic light scattering parameters
+ vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
+ vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
+ float alt = eye_alt;
+ float effective_scattering = min(scattering, cloud_self_shading);
+
+
+/// BEGIN geometry for light
+
+ vec3 up = (gl_ModelViewMatrix * vec4(0.0,0.0,1.0,0.0)).xyz;
+ //vec4 worldPos3D = (osg_ViewMatrixInverse * vec4 (0.0,0.0,0.0, 1.0));
+ //worldPos3D.a = 0.0;
+ //vec3 up = (osg_ViewMatrix * worldPos3D).xyz;
+ float dist = length(vertVec);
+ float vertex_alt = max(100.0,dot(up, vertVec) + alt);
+ float vertex_scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
+
+
+ vec3 lightHorizon = gl_LightSource[0].position.xyz - up * dot(up,gl_LightSource[0].position.xyz);
+ float yprime = -dot(vertVec, lightHorizon);
+ float yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
+ float lightArg = (terminator-yprime_alt)/100000.0;
+
+ float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
+
+ float mie_angle;
+ if (lightArg < 10.0)
+ {mie_angle = (0.5 * dot(normalize(vertVec), normalize(gl_LightSource[0].position.xyz)) ) + 0.5;}
+ else
+ {mie_angle = 1.0;}
+
+ float fog_vertex_alt = max(vertex_alt,hazeLayerAltitude);
+ float fog_yprime_alt = yprime_alt;
+ if (fog_vertex_alt > hazeLayerAltitude)
+ {
+ if (dist > 0.8 * avisibility)
+ {
+ fog_vertex_alt = mix(fog_vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
+ fog_yprime_alt = yprime -sqrt(2.0 * EarthRadius * fog_vertex_alt);
+ }
+ }
+ else
+ {
+ fog_vertex_alt = hazeLayerAltitude;
+ fog_yprime_alt = yprime -sqrt(2.0 * EarthRadius * fog_vertex_alt);
+ }
+
+ float fog_lightArg = (terminator-fog_yprime_alt)/100000.0;
+ float fog_earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, fog_yprime_alt) + 0.1;
+
+ float ct = dot(normalize(up), normalize(vertVec));
+
+/// END geometry for light
+
+
+/// BEGIN light
+ vec4 light_diffuse;
+ vec4 light_ambient;
+ float intensity;
+
+ 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.a = 1.0;
+ light_diffuse = light_diffuse * vertex_scattering;
+
+ light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
+ light_ambient.g = light_ambient.r * 0.4/0.33;
+ light_ambient.b = light_ambient.r * 0.5/0.33;
+ light_ambient.a = 1.0;
+
+ if (earthShade < 0.5)
+ {
+ intensity = length(light_ambient.rgb);
+ light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) ));
+ light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
+
+ intensity = length(light_diffuse.rgb);
+ light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
+ }
+
+
+/// END light
+
+///BEGIN bump
+ if (nmap_enabled > 0 && shader_qual > 2){
+ N = nmap.rgb * 2.0 - 1.0;
+ N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
+ if (nmap_dds > 0)
+ {
+ N = -N;
+ }
+ } else {
+ N = normalize(VNormal);
+ }
+///END bump
+ vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
+ vec3 viewVec = normalize(vViewVec);
+ float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
+ vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
+ vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
+
+ float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
+ float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
+ //glare on the backside of tranparent objects
+ if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0)
+ && dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) {
+ nDotVP = max(0.0, dot(-N, normalize(gl_LightSource[0].position.xyz)));
+ nDotHV = max(0.0, dot(-N, normalize(gl_LightSource[0].halfVector.xyz)));
+ }
+
+ if (nDotVP == 0.0)
+ pf = 0.0;
+ else
+ pf = pow(nDotHV, gl_FrontMaterial.shininess);
+
+ //vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
+ vec4 Diffuse = light_diffuse * nDotVP;
+ //vec4 Specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pf;
+ vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf;
+
+ vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
+ color += Specular * gl_FrontMaterial.specular * nmap.a;
+ color = clamp( color, 0.0, 1.0 );
+
+////////////////////////////////////////////////////////////////////
+//BEGIN reflect
+////////////////////////////////////////////////////////////////////
+ if (refl_enabled > 0 && shader_qual > 1){
+ float reflFactor = 0.0;
+ float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
+
+ if(refl_map > 0){
+ // map the shininess of the object with user input
+ //float pam = (map.a * -2) + 1; //reverse map
+ reflFactor = reflmap.a + transparency_offset;
+ } else if (nmap_enabled > 0 && shader_qual > 2) {
+ // set the reflectivity proportional to shininess with user input
+ reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
+ } else {
+ reflFactor = gl_FrontMaterial.shininess* 0.0078125 + transparency_offset;
+ }
+ reflFactor = clamp(reflFactor, 0.0, 1.0);
+
+ // add fringing fresnel and rainbow effects and modulate by reflection
+ vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
+ reflcolor += Specular * nmap.a;
+ vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
+ vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
+ vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
+ raincolor += Specular * nmap.a;
+
+ mixedcolor = mix(texel, raincolor, reflFactor).rgb;
+ } else {
+ mixedcolor = texel.rgb;
+ }
+ /////////////////////////////////////////////////////////////////////
+ //END reflect
+ /////////////////////////////////////////////////////////////////////
+
+ //////////////////////////////////////////////////////////////////////
+ //begin DIRT
+ //////////////////////////////////////////////////////////////////////
+ if (dirt_enabled > 0.0){
+ vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
+ vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
+ //dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);
+ mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
+ if (dirt_multi > 0) {
+ //dirtFactor.g = smoothstep(0.0, 1.0, dirtFactor.g);
+ //dirtFactor.b = smoothstep(0.0, 1.0, dirtFactor.b);
+ mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g));
+ mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b));
+ }
+ }
+ //////////////////////////////////////////////////////////////////////
+ //END Dirt
+ //////////////////////////////////////////////////////////////////////
+
+
+ // set ambient adjustment to remove bluiness with user input
+ float ambient_offset = clamp(amb_correction, -1.0, 1.0);
+ //vec4 ambient = gl_LightModel.ambient + gl_LightSource[0].ambient;
+ vec4 ambient = gl_LightModel.ambient + light_ambient;
+ vec4 ambient_Correction = vec4(ambient.rg, ambient.b * 0.6, 1.0)
+ * ambient_offset ;
+ ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
+
+ color.a = texel.a * alpha;
+ vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
+
+ fragColor += Specular * nmap.a;
+
+//////////////////////////////////////////////////////////////////////
+// BEGIN lightmap
+//////////////////////////////////////////////////////////////////////
+ if ( lightmap_enabled >= 1 ) {
+ vec3 lightmapcolor = vec3(0.0);
+ vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
+ lightmap_b_factor, lightmap_a_factor);
+ lightmapFactor = lightmapFactor * lightmapTexel;
+ if (lightmap_multi >0 ){
+ lightmapcolor = lightmap_r_color * lightmapFactor.r +
+ lightmap_g_color * lightmapFactor.g +
+ lightmap_b_color * lightmapFactor.b +
+ lightmap_a_color * lightmapFactor.a ;
+ } else {
+ lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
+ }
+ fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
+ }
+//////////////////////////////////////////////////////////////////////
+// END lightmap
+/////////////////////////////////////////////////////////////////////
+
+
+/// BEGIN fog amount
+
+float transmission;
+float vAltitude;
+float delta_zv;
+float H;
+float distance_in_layer;
+float transmission_arg;
+float eqColorFactor;
+
+float delta_z = hazeLayerAltitude - eye_alt;
+
+if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
+ {
+ 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;
+ }
+ }
+
+ transmission_arg = (dist-distance_in_layer)/avisibility;
+
+
+ if (visibility < avisibility)
+ {
+ transmission_arg = transmission_arg + (distance_in_layer/visibility);
+ eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
+ }
+ else
+ {
+ transmission_arg = transmission_arg + (distance_in_layer/avisibility);
+ eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
+ }
+ transmission = fog_func(transmission_arg);
+ if (eqColorFactor < 0.2) eqColorFactor = 0.2;
+ }
+else
+ {
+ eqColorFactor = 1.0;
+ transmission = 1.0;
+ }
+
+/// END fog amount
+
+/// BEGIN fog color
+
+ vec3 hazeColor;
+
+ if (transmission< 1.0)
+ {
+
+ hazeColor.b = light_func(fog_lightArg-0.5, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
+ hazeColor.g = light_func(fog_lightArg-0.5, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
+ hazeColor.r = light_func(fog_lightArg-0.5, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
+
+ if (fog_lightArg < 10.0)
+ {
+ 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)) );
+ }
+
+ intensity = length(hazeColor);
+ hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
+
+ hazeColor.r = hazeColor.r * 0.83;
+ hazeColor.g = hazeColor.g * 0.9;
+
+ float fade_out = max(0.65 - 0.3 *overcast, 0.45);
+ intensity = length(hazeColor);
+ hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,fog_earthShade) ));
+ hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
+
+ float shadow = mix( min(1.0 + dot(VNormal,gl_LightSource[0].position.xyz),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));
+ }
+ else
+ {
+ hazeColor = vec3 (1.0, 1.0, 1.0);
+ }
+
+
+/// END fog color
+ fragColor = clamp(fragColor, 0.0, 1.0);
+ //fragColor = fragColor * smoothstep(-0.05, 0.05, ct);
+ fragColor.rgb = mix(eqColorFactor * hazeColor * fog_earthShade, fragColor.rgb,transmission);
+ gl_FragColor = fragColor;
+}
diff --git a/Shaders/ubershader.vert b/Shaders/ubershader.vert
index b20c211fc..2b4b516ed 100644
--- a/Shaders/ubershader.vert
+++ b/Shaders/ubershader.vert
@@ -9,6 +9,7 @@ varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 vViewVec;
varying vec3 reflVec;
+varying vec3 vertVec;
varying float alpha;
@@ -70,7 +71,7 @@ void main(void)
alpha = gl_Color.a;
// Vertex in eye coordinates
- vec3 vertVec = ecPosition.xyz;
+ vertVec = ecPosition.xyz;
vViewVec.x = dot(t, vertVec);
vViewVec.y = dot(b, vertVec);
vViewVec.z = dot(n, vertVec);
diff --git a/gui/dialogs/shaders-lightfield.xml b/gui/dialogs/shaders-lightfield.xml
index f9c09b4ba..5273ca80c 100644
--- a/gui/dialogs/shaders-lightfield.xml
+++ b/gui/dialogs/shaders-lightfield.xml
@@ -148,6 +148,30 @@
55
+
+
+ hbox
+ right
+
+
+
+
+ model
+ 0.0
+ 3.0
+ 1.0
+ 0.17
+ true
+ /sim/rendering/shaders/model
+
+ dialog-apply
+ model
+
+
+
+ 55
+
+
hbox