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 @@ /environment/fog-structure + + + + + + /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 + + texture[3]/image + + + texture[3]/filter + + + texture[3]/wrap-s + + + texture[3]/wrap-t + + + texture[3]/internal-format + + + + 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 + + + material/active + + + material/ambient + + + material/diffuse + + + material/specular + + + material/emissive + + + material/shininess + + + material/color-mode + + + + + blend/active + + + blend/source + + + blend/destination + + + + shade-model + + + cull-face + + + rendering-hint + + + transparent + + + transparent + + + + render-bin/bin-number + + + render-bin/bin-name + + + + + 0 + + texture[0]/image + + + texture[0]/filter + + + texture[0]/wrap-s + + + texture[0]/wrap-t + + + texture[0]/internal-format + + + + + 1 + noise + + + + 2 + + texture[2]/image + + + texture[2]/filter + + + texture[2]/wrap-s + + + texture[2]/wrap-t + + + texture[2]/internal-format + + + + + 3 + + texture[3]/image + + + texture[3]/filter + + + texture[3]/wrap-s + + + texture[3]/wrap-t + + + texture[3]/internal-format + + + + + 4 + + texture[4]/image + + + texture[4]/filter + + + texture[4]/wrap-s + + + texture[4]/wrap-t + + + texture[4]/internal-format + + + + + 5 + + texture[5]/type + + + + + + + texture[5]/images + + + + + + 6 + + texture[6]/image + + + texture[6]/filter + + + texture[6]/wrap-s + + + texture[6]/wrap-t + + + texture[6]/internal-format + + + + + 7 + + texture[7]/image + + + texture[7]/filter + + + texture[7]/wrap-s + + + texture[7]/wrap-t + + + texture[7]/internal-format + + + + + + vertex-program-two-side + + + + + 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 + + normalmap-enabled + + + + + + nmap_dds + int + + normalmap-dds + + + + + nmap_tile + float + + normalmap-tiling + + + + + + + lightmap_enabled + int + + lightmap-enabled + + + + + lightmap_multi + int + + lightmap-multi + + + + + lightmap_r_factor + float + + lightmap-factor[0] + + + + + lightmap_r_color + float-vec3 + + lightmap-color[0] + + + + + lightmap_g_factor + float + + lightmap-factor[1] + + + + + lightmap_g_color + float-vec3 + + lightmap-color[1] + + + + + lightmap_b_factor + float + + lightmap-factor[2] + + + + + lightmap_b_color + float-vec3 + + lightmap-color[2] + + + + + lightmap_a_factor + float + + lightmap-factor[3] + + + + + lightmap_a_color + float-vec3 + + lightmap-color[3] + + + + + + refl_enabled + int + + reflection-enabled + + + + + refl_correction + float + + reflection-correction + + + + + + refl_map + int + + reflect-map-enabled + + + + + refl_dynamic + int + + reflection-dynamic + + + + + + refl_rainbow + float + + reflection-rainbow + + + + + + refl_fresnel + float + + reflection-fresnel + + + + + + refl_noise + float + + reflection-noise + + + + + + dirt_enabled + int + + dirt-enabled + + + + + dirt_multi + int + + dirt-multi + + + + + dirt_r_color + float-vec3 + + dirt-color[0] + + + + + dirt_r_factor + float + + dirt-factor[0] + + + + + dirt_g_color + float-vec3 + + dirt-color[1] + + + + + dirt_g_factor + float + + dirt-factor[1] + + + + + dirt_b_color + float-vec3 + + dirt-color[2] + + + + + dirt_b_factor + float + + dirt-factor[2] + + + + + + amb_correction + float + + ambient-correction + + + + + shader_qual + int + + shader-quality + + + + + hdg + float + + model-hdg + + + + + pitch + float + + model-pitch + + + + + roll + float + + model-roll + + + + + + visibility + float + + visibility + + + + avisibility + float + + avisibility + + + + hazeLayerAltitude + float + + lthickness + + + + scattering + float + + scattering + + + + terminator + float + + terminator + + + + ground_scattering + float + + ground_scattering + + + + terminator + float + + terminator + + + + terrain_alt + float + + terrain_alt + + + + overcast + float + + overcast + + + + eye_alt + float + + eye_alt + + + + cloud_self_shading + float + cloud_self_shading + + + moonlight + float + moonlight + + + + rembrandt_enabled + int + + rembrandt + + + + @@ -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