1
0
Fork 0

Lightning for AW with ALS support - work in progress

This commit is contained in:
Thorsten Renk 2015-08-11 16:28:32 +03:00
parent 2d18c748ee
commit a48dea9e48
13 changed files with 346 additions and 35 deletions

View file

@ -13,6 +13,10 @@
<moonlight><use>/environment/moonlight</use></moonlight> <moonlight><use>/environment/moonlight</use></moonlight>
<air_pollution><use>/environment/air-pollution-norm</use></air_pollution> <air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
<visibility><use>/environment/visibility-m</use></visibility> <visibility><use>/environment/visibility-m</use></visibility>
<flash><use>/environment/lightning/flash</use></flash>
<lightning-pos-x><use>/environment/lightning/lightning-pos-x</use></lightning-pos-x>
<lightning-pos-y><use>/environment/lightning/lightning-pos-y</use></lightning-pos-y>
<lightning-range><use>/environment/lightning/lightning-range</use></lightning-range>
</parameters> </parameters>
<technique n="9"> <technique n="9">
@ -118,6 +122,26 @@
<type>float</type> <type>float</type>
<value><use>visibility</use></value> <value><use>visibility</use></value>
</uniform> </uniform>
<uniform>
<name>flash</name>
<type>float</type>
<value><use>flash</use></value>
</uniform>
<uniform>
<name>lightning_pos_x</name>
<type>float</type>
<value><use>lightning-pos-x</use></value>
</uniform>
<uniform>
<name>lightning_pos_y</name>
<type>float</type>
<value><use>lightning-pos-y</use></value>
</uniform>
<uniform>
<name>lightning_range</name>
<type>float</type>
<value><use>lightning-range</use></value>
</uniform>
<!--<vertex-program-two-side>true</vertex-program-two-side>--> <!--<vertex-program-two-side>true</vertex-program-two-side>-->
</pass> </pass>
</technique> </technique>

View file

@ -4,15 +4,13 @@
<parameters> <parameters>
<texture n ="0"> <texture n ="0">
</texture> </texture>
<range> <range><use>/sim/rendering/clouds3d-vis-range</use></range>
<use>/sim/rendering/clouds3d-vis-range</use> <scattering><use>/rendering/scene/scattering</use></scattering>
</range> <terminator><use>/environment/terminator-relative-position-m</use></terminator>
<scattering> <flash><use>/environment/lightning/flash</use></flash>
<use>/rendering/scene/scattering</use> <lightning-pos-x><use>/environment/lightning/lightning-pos-x</use></lightning-pos-x>
</scattering> <lightning-pos-y><use>/environment/lightning/lightning-pos-y</use></lightning-pos-y>
<terminator> <lightning-range><use>/environment/lightning/lightning-range</use></lightning-range>
<use>/environment/terminator-relative-position-m</use>
</terminator>
</parameters> </parameters>
<technique n="9"> <technique n="9">
<predicate> <predicate>
@ -60,8 +58,8 @@
<wrap-t>clamp</wrap-t>--> <wrap-t>clamp</wrap-t>-->
</texture-unit> </texture-unit>
<program> <program>
<vertex-shader>Shaders/rain-layer-lightfield.vert</vertex-shader> <vertex-shader>Shaders/rain-layer-ALS.vert</vertex-shader>
<fragment-shader>Shaders/rain-layer-lightfield.frag</fragment-shader> <fragment-shader>Shaders/rain-layer-ALS.frag</fragment-shader>
</program> </program>
<uniform> <uniform>
<name>baseTexture</name> <name>baseTexture</name>
@ -83,7 +81,27 @@
<type>float</type> <type>float</type>
<value><use>terminator</use></value> <value><use>terminator</use></value>
</uniform> </uniform>
<vertex-program-two-side>true</vertex-program-two-side> <uniform>
<name>flash</name>
<type>float</type>
<value><use>flash</use></value>
</uniform>
<uniform>
<name>lightning_pos_x</name>
<type>float</type>
<value><use>lightning-pos-x</use></value>
</uniform>
<uniform>
<name>lightning_pos_y</name>
<type>float</type>
<value><use>lightning-pos-y</use></value>
</uniform>
<uniform>
<name>lightning_range</name>
<type>float</type>
<value><use>lightning-range</use></value>
</uniform>
<!--<vertex-program-two-side>true</vertex-program-two-side>-->
</pass> </pass>
</technique> </technique>
<technique n="10"> <technique n="10">

View file

@ -440,6 +440,15 @@
<snow-thickness-factor type="double" userarchive="y">1.0</snow-thickness-factor> <snow-thickness-factor type="double" userarchive="y">1.0</snow-thickness-factor>
</surface> </surface>
<!-- definitions for lightning functionality -->
<lightning>
<flash type="double" userarchive="n">0.0</flash>
<lightning-pos-x type="double" userarchive="n">0.0</lightning-pos-x>
<lightning-pos-y type="double" userarchive="n">0.0</lightning-pos-y>
<lightning-range type="double" userarchive="n">0.0</lightning-range>
</lightning>
<!-- definitions for the detailed precipitation manager --> <!-- definitions for the detailed precipitation manager -->
<precipitation-control> <precipitation-control>
<rain-droplet-size type="float" userarchive="n">0.015</rain-droplet-size> <rain-droplet-size type="float" userarchive="n">0.015</rain-droplet-size>

Binary file not shown.

View file

@ -0,0 +1,54 @@
<?xml version="1.0"?>
<PropertyList>
<path>lightning.ac</path>
<effect>
<object-name>rect</object-name>
<inherits-from>Effects/rain-layer</inherits-from>
</effect>
<offsets>
<x-m> 0.0 </x-m>
<y-m> 0.0</y-m>
<z-m>-1.2 </z-m>
</offsets>
<animation>
<type>scale</type>
<x-offset>700.0</x-offset>
<y-offset>700.0</y-offset>
<z-offset>1000.0</z-offset>
</animation>
<animation>
<type>material</type>
<emission>
<red> 0.9 </red>
<green> 0.9 </green>
<blue> 1.0 </blue>
</emission>
</animation>
<animation>
<type>select</type>
<condition>
<greater-than>
<property>/environment/lightning/flash</property>
<value>0.0</value>
</greater-than>
</condition>
</animation>
<animation>
<type>billboard</type>
<spherical>false</spherical>
</animation>
<animation>
<enable-hot type="bool">false</enable-hot>
</animation>
</PropertyList>

View file

@ -618,6 +618,54 @@ model.getNode("load", 1).remove();
} }
###########################################################
# place a model with control properties
###########################################################
var place_model_controlled = func(string, path, lat, lon, alt, heading, pitch, roll) {
var m = props.globals.getNode("models", 1);
for (var i = 0; 1; i += 1)
if (m.getChild("model", i, 0) == nil)
break;
var model = m.getChild("model", i, 1);
setprop("/local-weather/"~string~"/latitude-deg", lat);
setprop("/local-weather/"~string~"/longitude-deg", lon);
setprop("/local-weather/"~string~"/elevation-ft", alt);
setprop("/local-weather/"~string~"/heading-deg", heading);
setprop("/local-weather/"~string~"/pitch-deg", pitch);
setprop("/local-weather/"~string~"/roll-deg", roll);
var cmodel = props.globals.getNode("/local-weather/"~string, 1);
var latN = cmodel.getNode("latitude-deg",1);
var lonN = cmodel.getNode("longitude-deg",1);
var altN = cmodel.getNode("elevation-ft",1);
var headN = cmodel.getNode("heading-deg",1);
var pitchN = cmodel.getNode("pitch-deg",1);
var rollN = cmodel.getNode("roll-deg",1);
model.getNode("path", 1).setValue(path);
model.getNode("latitude-deg-prop", 1).setValue(latN.getPath());
model.getNode("longitude-deg-prop", 1).setValue(lonN.getPath());
model.getNode("elevation-ft-prop", 1).setValue(altN.getPath());
model.getNode("heading-deg-prop", 1).setValue(headN.getPath());
model.getNode("pitch-deg-prop", 1).setValue(pitchN.getPath());
model.getNode("roll-deg-prop", 1).setValue(rollN.getPath());
model.getNode("tile-index",1).setValue(0);
model.getNode("load", 1).remove();
#return model;
}

View file

@ -1667,6 +1667,7 @@ setprop(lw~"buffer-loop-flag",0);
setprop(lw~"housekeeping-loop-flag",0); setprop(lw~"housekeeping-loop-flag",0);
setprop(lw~"convective-loop-flag",0); setprop(lw~"convective-loop-flag",0);
setprop(lw~"shadow-loop-flag",0); setprop(lw~"shadow-loop-flag",0);
setprop(lw~"thunderstorm-loop-flag",0);
weather_dynamics.convective_loop_kill_flag = 1; # long-running loop needs a different scheme to end weather_dynamics.convective_loop_kill_flag = 1; # long-running loop needs a different scheme to end
@ -1731,6 +1732,7 @@ settimer ( func {
setsize(alt_min_array,0); setsize(alt_min_array,0);
setsize(alt_mean_array,0); setsize(alt_mean_array,0);
setsize(weather_dynamics.cloudShadowArray,0); setsize(weather_dynamics.cloudShadowArray,0);
setsize(local_weather.thunderstormArray,0);
setsize(weather_dynamics.cloudShadowCandidateArray,0); setsize(weather_dynamics.cloudShadowCandidateArray,0);
setsize(weather_dynamics.tile_convective_altitude,0); setsize(weather_dynamics.tile_convective_altitude,0);
setsize(weather_dynamics.tile_convective_strength,0); setsize(weather_dynamics.tile_convective_strength,0);
@ -4052,6 +4054,14 @@ if (local_weather.cloud_shadow_flag == 1)
# weather_tile_management.watchdog_loop(); # weather_tile_management.watchdog_loop();
# start thunderstorm management
setprop(lw~"thunderstorm-loop-flag",1);
local_weather.place_model_controlled("lightning", "Models/Weather/lightning1.xml", lat, lon, 0.0, 0.0, 0.0, 0.0);
local_weather.thunderstorm_management_loop();
} }

View file

@ -17,6 +17,8 @@
# remove_impostors to delete a ring of impostors to mimick distant clouds # remove_impostors to delete a ring of impostors to mimick distant clouds
# create_impostors to create a ring of impostors to mimick distant clouds # create_impostors to create a ring of impostors to mimick distant clouds
# shadow_management_loop to manage cloud shadow information # shadow_management_loop to manage cloud shadow information
# thunderstorm_management_loop to manage information on thunderstorm position
# lightning_strike to get the timing for a lightning strike to the property tree
# watchdog loop (debug helping structure) # watchdog loop (debug helping structure)
# calc_geo to get local Cartesian geometry for latitude conversion # calc_geo to get local Cartesian geometry for latitude conversion
# get_lat to get latitude from Cartesian coordinates # get_lat to get latitude from Cartesian coordinates
@ -1261,6 +1263,86 @@ if (local_weather.debug_output_flag == 1)
weather_tiles.create_impostor_ring(lat, lon, alt, alpha, type, n); weather_tiles.create_impostor_ring(lat, lon, alt, alpha, type, n);
} }
##################################
# Thunderstorm positon management
##################################
var thunderstorm_management_loop = func {
if (local_weather.local_weather_running_flag == 0) {return;}
# compute some general-purpose stuff for the loop
var eyeLat = lwObserverLat;
var eyeLon = lwObserverLon;
var n = size(thunderstormArray);
#print("We have ",n," storms.");
for (var i = 0; i < n; i=i+1)
{
var tstorm = thunderstormArray[i];
var rn = rand();
#if (i == 0) {rn = 0;} else {rn = 1;}
if (rn < tstorm.strength)
{
#print("Lightning strike storm ", i,"!");
var diffx = -(tstorm.lat - eyeLat) * local_weather.lat_to_m;
var diffy = (tstorm.lon - eyeLon) * local_weather.lon_to_m ;
var offset_x = -3000.0 + rand() * 6000.0;
var offset_y = -3000.0 + rand() * 6000.0;
var dist = math.sqrt(diffx * diffx + diffy * diffy) ;
setprop("/environment/lightning/lightning-pos-x", diffx + offset_x);
setprop("/environment/lightning/lightning-pos-y", diffy + offset_y);
setprop("/environment/lightning/lightning-range", tstorm.size);
setprop("/local-weather/lightning/latitude-deg", tstorm.lat - offset_x * local_weather.m_to_lat);
setprop("/local-weather/lightning/longitude-deg", tstorm.lon + offset_y * local_weather.m_to_lon);
setprop("/local-weather/lightning/altitude-ft", tstorm.alt);
lightning_strike();
if (dist > 50000.0)
{
thunderstormArray = delete_from_vector(thunderstormArray,i);
print("Removing storm ", i);
break;
}
}
}
if (getprop(lw~"thunderstorm-loop-flag") ==1) {settimer( func {thunderstorm_management_loop()}, 1.0);}
}
var lightning_strike = func {
var rn = rand();
var repeat = 1;
if (rn > 0.5) {repeat = 2;}
var duration = 0.1 + 0.1 * rand();
var strength = 0.5 + 1.0 * rand();
setprop("/environment/lightning/flash", strength);
settimer( func{ setprop("/environment/lightning/flash", 0.0);}, duration);
var duration1 = 0.1 + 0.1 * rand();
if (repeat == 2)
{
settimer( func{ setprop("/environment/lightning/flash", strength);}, duration + 0.1);
settimer( func{ setprop("/environment/lightning/flash", 0.0);}, duration + 0.1 + duration1);
}
}
############################### ###############################
# Cloud shadow management # Cloud shadow management
@ -1528,6 +1610,7 @@ var cloud_view_distance = getprop(lw~"config/clouds-visible-range-m");
var modelArrays = []; var modelArrays = [];
var active_tile_list = []; var active_tile_list = [];
var thunderstormArray = [];
# a bunch of variables to be updated per frame used by different # a bunch of variables to be updated per frame used by different
# routines, managed by the housekeeping loop # routines, managed by the housekeeping loop
@ -1543,6 +1626,8 @@ var lwTileIndex = 0;
# hashes to manage clouds in scenery or in the buffer # hashes to manage clouds in scenery or in the buffer
##################################################### #####################################################
var cloudBufferArray = []; var cloudBufferArray = [];
@ -1618,6 +1703,18 @@ var cloudShadow = {
}, },
}; };
var thunderstormHash = {
new: func (lat, lon, alt, size, strength) {
var t = {parents: [thunderstormHash] };
t.lat = lat;
t.lon = lon;
t.alt = alt;
t.size = size;
t.strength = strength;
return t;
},
};
var cloudSceneryArray = []; var cloudSceneryArray = [];
var n_cloudSceneryArray = 0; var n_cloudSceneryArray = 0;

View file

@ -1720,7 +1720,7 @@ local_weather.convective_size_bias = 0.3 + rand() * 0.3;
# and specify the atmosphere # and specify the atmosphere
local_weather.set_atmosphere_ipoint(blat, blon, vis + 12000.0, alt+alt_offset, vis + 20000.0, 0.0, alt+alt_offset +20000.0, alt+alt_offset + 25000.0, 0.85, alt+alt_offset, alt+alt_offset + 2500.0); local_weather.set_atmosphere_ipoint(blat, blon, vis + 12000.0, alt+alt_offset, vis + 20000.0, 0.0, alt+alt_offset +20000.0, alt+alt_offset + 25000.0, 0.75, alt+alt_offset, alt+alt_offset + 2500.0);
var rn = rand(); var rn = rand();
@ -4295,18 +4295,34 @@ x = 2.0 * (rand()-0.5) * 12000;
y = 2.0 * (rand()-0.5) * 12000; y = 2.0 * (rand()-0.5) * 12000;
if (rand() > 0.6) if (rand() > 0.6)
{create_medium_thunderstorm(lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, alpha);} {
create_medium_thunderstorm(lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, alpha);
var ts = local_weather.thunderstormHash.new (lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, 3000.0, 0.2);
append(local_weather.thunderstormArray,ts);
}
else else
{create_small_thunderstorm(lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, alpha);} {
create_small_thunderstorm(lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, alpha);
var ts = local_weather.thunderstormHash.new (lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, 1000.0, 0.15);
append(local_weather.thunderstormArray,ts);
}
if (rand() > 0.5) # we do a second thunderstorm if (rand() > 0.5) # we do a second thunderstorm
{ {
x = 2.0 * (rand()-0.5) * 12000; x = 2.0 * (rand()-0.5) * 12000;
y = 2.0 * (rand()-0.5) * 12000; y = 2.0 * (rand()-0.5) * 12000;
if (rand() > 0.8) if (rand() > 0.8)
{create_medium_thunderstorm(lat+get_lat(x,y,phi), lon+get_lon(x,y,phi), alt, alpha);} {
create_medium_thunderstorm(lat+get_lat(x,y,phi), lon+get_lon(x,y,phi), alt, alpha);
var ts = local_weather.thunderstormHash.new (lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, 3000.0, 0.2);
append(local_weather.thunderstormArray,ts);
}
else else
{create_small_thunderstorm(lat+get_lat(x,y,phi), lon+get_lon(x,y,phi), alt, alpha);} {
create_small_thunderstorm(lat+get_lat(x,y,phi), lon+get_lon(x,y,phi), alt, alpha);
var ts = local_weather.thunderstormHash.new (lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, 1000.0, 0.15);
append(local_weather.thunderstormArray,ts);
}
} }
# the convective layer # the convective layer
@ -4315,6 +4331,10 @@ var strength = 0.10;
var n = int(4000 * strength) * 0.5; var n = int(4000 * strength) * 0.5;
local_weather.cumulus_exclusion_layer(lat, lon, alt, n, 20000.0, 20000.0, alpha, 0.3,2.5 , size(elat), elat, elon, erad); local_weather.cumulus_exclusion_layer(lat, lon, alt, n, 20000.0, 20000.0, alpha, 0.3,2.5 , size(elat), elat, elon, erad);
# some additional cloud cover
create_4_8_sstratus_domains(lat, lon, alt,alpha);
# some turbulence in the convection layer # some turbulence in the convection layer

View file

@ -13,6 +13,10 @@ uniform float cloud_self_shading;
uniform float visibility; uniform float visibility;
uniform float moonlight; uniform float moonlight;
uniform float air_pollution; uniform float air_pollution;
uniform float flash;
uniform float lightning_pos_x;
uniform float lightning_pos_y;
uniform float lightning_range;
attribute vec3 usrAttr1; attribute vec3 usrAttr1;
attribute vec3 usrAttr2; attribute vec3 usrAttr2;
@ -171,10 +175,21 @@ void main(void)
} }
gl_FrontColor.rgb = intensity * shade * normalize(mix(light_diffuse.rgb, shadedFogColor, smoothstep(0.1,0.4, (1.0 - shade) ))) ; gl_FrontColor.rgb = intensity * shade * normalize(mix(light_diffuse.rgb, shadedFogColor, smoothstep(0.1,0.4, (1.0 - shade) ))) ;
// lightning
vec2 lightningRelVector = relVector.xy - vec2(lightning_pos_x, lightning_pos_y);
float rCoord = length(lightningRelVector);
float rn = 0.5 + 0.5 * fract(gl_Color.x);
gl_FrontColor.rgb += flash * vec3 (0.43, 0.57, 1.0) * (1.0 - smoothstep(lightning_range, 5.0 * lightning_range, rCoord)) * rn;
// fading of cloudlets
if ((fogCoord > (0.9 * detail_range)) && (fogCoord > center_dist) && (shade_factor < 0.7)) { if ((fogCoord > (0.9 * detail_range)) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
// cloudlet is almost at the detail range, so fade it out. // cloudlet is almost at the detail range, so fade it out.
gl_FrontColor.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord); gl_FrontColor.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord);

View file

@ -230,7 +230,7 @@ else // the faster, full-day version without lightfields
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude); yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
} }
// irradiance mapping // irradiance mapping for ambient light
float ambient_irradiance_factor = 1.0; float ambient_irradiance_factor = 1.0;
float steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0)); float steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
@ -253,6 +253,8 @@ else // the faster, full-day version without lightfields
light_ambient = light_ambient * ambient_irradiance_factor; light_ambient = light_ambient * ambient_irradiance_factor;
// residual ambience - comes with its own irradiance map
vec3 residual_ambience = vec3 (residual_ambience_r, residual_ambience_g, residual_ambience_b); vec3 residual_ambience = vec3 (residual_ambience_r, residual_ambience_g, residual_ambience_b);
ambient_irradiance_factor = 1.0; ambient_irradiance_factor = 1.0;
@ -272,7 +274,10 @@ else // the faster, full-day version without lightfields
ambient_irradiance_factor = (1.0 - ra_irradiance_map_strength) + 1.5 * ra_irradiance_map_strength * (1.0 - abs(steepness)) * (0.5 + 0.5 * forwardness); ambient_irradiance_factor = (1.0 - ra_irradiance_map_strength) + 1.5 * ra_irradiance_map_strength * (1.0 - abs(steepness)) * (0.5 + 0.5 * forwardness);
} }
light_ambient.rgb += residual_ambience.rgb * ambient_irradiance_factor; // make sure the residual ambience is only visible when it's dark enough
float residual_fraction = length(residual_ambience.rgb) / (length(light_ambient.rgb + residual_ambience.rgb) + 0.01);
light_ambient.rgb += residual_ambience.rgb * ambient_irradiance_factor * smoothstep(0.4, 0.6, residual_fraction);
// default lighting based on texture and material using the light we have just computed // default lighting based on texture and material using the light we have just computed

View file

@ -8,6 +8,10 @@ uniform float range; // From /sim/rendering/clouds3d-vis-range
uniform float scattering; uniform float scattering;
uniform float terminator; uniform float terminator;
uniform float altitude; uniform float altitude;
uniform float flash;
uniform float lightning_pos_x;
uniform float lightning_pos_y;
uniform float lightning_range;
float shade = 0.8; float shade = 0.8;
@ -88,6 +92,18 @@ void main(void)
gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n); gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
gl_FrontColor += gl_FrontLightModelProduct.sceneColor; gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
// two times terminator width governs how quickly light fades into shadow
float terminator_width = 200000.0;
float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
gl_FrontColor.rgb = gl_FrontColor.rgb * earthShade;
// lightning
vec2 lightningRelVector = relVector.xy - vec2(lightning_pos_x, lightning_pos_y);
float rCoord = length(lightningRelVector);
gl_FrontColor.rgb += 2.0 * flash * vec3 (0.43, 0.57, 1.0) * (1.0 - smoothstep(lightning_range, 5.0 * lightning_range, rCoord));
gl_FrontColor.rgb = clamp(gl_FrontColor.rgb,0.0,1.0);
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out. // As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
gl_FrontColor.a = min(smoothstep(100.0, 250.0, fogCoord), 1.0 - smoothstep(range*0.9, range, fogCoord)); gl_FrontColor.a = min(smoothstep(100.0, 250.0, fogCoord), 1.0 - smoothstep(range*0.9, range, fogCoord));
gl_BackColor = gl_FrontColor; gl_BackColor = gl_FrontColor;
@ -100,7 +116,7 @@ float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0);
if (fadeScale < 0.05) fadeScale = 0.05; if (fadeScale < 0.05) fadeScale = 0.05;
fogFactor = exp( -gl_Fog.density * 1.0 * fogCoord * fadeScale); fogFactor = exp( -gl_Fog.density * 1.0 * fogCoord * fadeScale);
hazeColor = light_diffuse.xyz; hazeColor = light_diffuse.rgb;
hazeColor.x = hazeColor.x * 0.83; hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9; hazeColor.y = hazeColor.y * 0.9;
hazeColor = hazeColor * scattering; hazeColor = hazeColor * scattering;
@ -109,14 +125,9 @@ float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0);
intensity = length(hazeColor); intensity = length(hazeColor);
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,scattering)))); hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,scattering))));
// two times terminator width governs how quickly light fades into shadow
float terminator_width = 200000.0;
// now dim the light
float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
hazeColor = hazeColor * earthShade; hazeColor = clamp(hazeColor * earthShade, 0.0,1.0);
gl_FrontColor.xyz = gl_FrontColor.xyz * earthShade;
gl_BackColor = gl_FrontColor;
} }