diff --git a/Effects/dirt-runway.eff b/Effects/dirt-runway.eff new file mode 100644 index 000000000..d86d131fe --- /dev/null +++ b/Effects/dirt-runway.eff @@ -0,0 +1,254 @@ + + + Effects/dirt-runway + Effects/runway + + + Textures.high/Terrain/sand_hires_ochre.png + 2d + linear-mipmap-linear + repeat + repeat + normalized + + + Textures.high/Terrain/airport_grass2.png + 2d + linear-mipmap-linear + repeat + repeat + normalized + + + + + + + + /sim/rendering/shaders/skydome + + + 4.0 + /sim/rendering/shaders/landmass + + + 3.0 + /sim/rendering/shaders/transition + + + + + 2.0 + + + + GL_ARB_shader_objects + GL_ARB_shading_language_100 + GL_ARB_vertex_shader + GL_ARB_fragment_shader + + + + + + + + true + + material/ambient + material/diffuse + material/specular + material/emissive + material/shininess + ambient-and-diffuse + + transparent + transparent + smooth + back + + render-bin/bin-number + render-bin/bin-name + + + 0 + texture[16]/type + texture[16]/image + texture[16]/filter + texture[16]/wrap-s + texture[16]/wrap-t + texture[16]/internal-format + + + 4 + texture[4]/type + texture[4]/image + texture[4]/filter + texture[4]/wrap-s + texture[4]/wrap-t + texture[4]/internal-format + + + 5 + texture[17]/type + texture[17]/image + texture[17]/filter + texture[17]/wrap-s + texture[17]/wrap-t + texture[17]/internal-format + + + 6 + texture[10]/type + texture[10]/image + texture[10]/filter + texture[10]/wrap-s + texture[10]/wrap-t + texture[10]/internal-format + + + 7 + texture[11]/type + texture[11]/image + texture[11]/filter + texture[11]/wrap-s + texture[11]/wrap-t + texture[11]/internal-format + + + Shaders/terrain-haze-ultra.vert + Shaders/drunway-lightfield.frag + + + visibility + float + visibility + + + avisibility + float + avisibility + + + hazeLayerAltitude + float + lthickness + + + scattering + float + scattering + + + ground_scattering + float + ground_scattering + + + terminator + float + terminator + + + terrain_alt + float + terrain_alt + + + overcast + float + overcast + + + eye_alt + float + eye_alt + + + snowlevel + float + snow_level + + + snow_thickness_factor + float + snow_thickness_factor + + + dust_cover_factor + float + dust_cover_factor + + + lichen_cover_factor + float + lichen_cover_factor + + + wetness + float + wetness + + + fogstructure + float + fogstructure + + + cloud_self_shading + float + cloud_self_shading + + + moonlight + float + moonlight + + + quality_level + int + quality_level + + + tquality_level + int + tquality_level + + + texture + sampler-2d + 0 + + + NormalTex + sampler-2d + 4 + + + mix_texture + sampler-2d + 5 + + + snow_texture + sampler-2d + 6 + + + detail_texture + sampler-2d + 7 + + + colorMode + int + 2 + + + + lequal + + + + + diff --git a/Materials/regions/materials.xml b/Materials/regions/materials.xml index e811f12f3..a2d9a3532 100644 --- a/Materials/regions/materials.xml +++ b/Materials/regions/materials.xml @@ -18,6 +18,7 @@ dirt_rwy + Effects/dirt-runway Runway/dirt_rwy.png 0.7 0.04 diff --git a/Shaders/drunway-lightfield.frag b/Shaders/drunway-lightfield.frag new file mode 100644 index 000000000..fd1cafef1 --- /dev/null +++ b/Shaders/drunway-lightfield.frag @@ -0,0 +1,502 @@ +// -*-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 vec2 nvec; +varying vec3 relPos; +varying vec2 rawPos; +varying vec3 ecViewdir; + + +uniform sampler2D texture; +uniform sampler2D NormalTex; +//uniform sampler3D NoiseTex; +//uniform sampler2D snow_texture; +//uniform sampler2D detail_texture; +uniform sampler2D mix_texture; + +//varying float yprime_alt; +//varying float mie_angle; +varying float steepness; + + +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 snowlevel; +uniform float dust_cover_factor; +uniform float lichen_cover_factor; +uniform float wetness; +uniform float fogstructure; +uniform float snow_thickness_factor; +uniform float cloud_self_shading; +uniform int quality_level; +uniform int tquality_level; + +const float EarthRadius = 5800000.0; +const float terminator_width = 200000.0; + +float alt; +float eShade; +float yprime_alt; +float mie_angle; + + + +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) +{ +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 main() +{ + + +yprime_alt = diffuse_term.a; +//diffuse_term.a = 1.0; +mie_angle = gl_Color.a; +float effective_scattering = min(scattering, cloud_self_shading); + +// distance to fragment +float dist = length(relPos); +// angle of view vector with horizon +float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist; + + + vec3 shadedFogColor = vec3(0.65, 0.67, 0.78); +// this is taken from default.frag + vec3 n; + float NdotL, NdotHV, fogFactor; + vec4 color = gl_Color; + color.a = 1.0; + vec3 lightDir = gl_LightSource[0].position.xyz; + vec3 halfVector; + if (quality_level<6) + {halfVector = gl_LightSource[0].halfVector.xyz;} + else + {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_01m; +float noise_1m = Noise2D(rawPos.xy, 1.0); +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 = Noise2D(rawPos.xy, 50.0);; +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); + mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 5.0); + vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * 8.0); + vec3 N = nmap.rgb * 2.0 - 1.0; + + float distortion_factor = 1.0; + vec2 stprime; + int flag = 1; + int mix_flag = 1; + float noise_term; + float snow_alpha; + + + noise_term = smoothstep(0.8,1.0,noise_1m); + texel = mix(texel, mix_texel, noise_term); + + //float view_angle = abs(dot(normal, normalize(ecViewdir))); + + //if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel)) + if (quality_level > 3) + { + float sfactor; + noise_01m = Noise2D(rawPos.xy,0.1); + snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_50m + 0.1* (1.0 - noise_10m) ); + snow_texel.a = 1.0; + noise_term = 0.1 * (noise_50m-0.5); + sfactor = 1.0;//sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15; + noise_term = noise_term + 0.2 * (noise_10m -0.5) * (1.0 - smoothstep(10000.0*sfactor, 16000.0*sfactor, dist) ) ; + noise_term = noise_term + 0.3 * (noise_5m -0.5) * (1.0 - smoothstep(1200.0 * sfactor, 2000.0 * sfactor, dist) ) ; + noise_term = noise_term + 0.3 * (noise_1m -0.5) * (1.0 - smoothstep(500.0 * sfactor, 1000.0 *sfactor, dist) ); + noise_term = noise_term + 0.3 * (noise_01m -0.5) * (1.0 - smoothstep(20.0 * sfactor, 100.0 *sfactor, dist) ); + snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + 0.2*snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) ); + + } + + +const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0); +const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);; +//float snow_alpha; + +if (quality_level > 3) + { + + // mix vegetation + texel = mix(texel, lichen_color, 0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m)) ); + // mix dust + 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 + if (relPos.z + eye_alt +500.0 > snowlevel) + { + snow_alpha = smoothstep(0.75, 0.85, abs(steepness)); + texel = mix(texel, snow_texel, snow_texel.a* smoothstep(snowlevel, snowlevel+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)); + water_factor = smoothstep(water_threshold1, water_threshold2 , 0.5 * (noise_5m + (1.0 -noise_1m))) * (1.0 - smoothstep(1000.0, 3000.0, dist)); + } + +// darken wet terrain + + texel.rgb = texel.rgb * (1.0 - 0.6 * wetness - 0.1 * water_factor); + + +// light computations + + + 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 = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) )); + n = normalize(n); + + NdotL = dot(n, lightDir); + + if (quality_level > 4) + { + NdotL = NdotL + (3.0 * N.r + 0.1 * (noise_01m-0.5))* (1.0 - water_factor) ; + //NdotL = NdotL + 3.0 * N.r + 0.1 * (noise_01m-0.5) ; + } + 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 + (water_factor * vec3 (1.0, 1.0, 1.0))) + * light_specular.rgb + * pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor))); + } + color.a = 1.0;//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); + + + + + fragColor = color * texel + specular; + +// here comes the terrain haze model + + +float delta_z = hazeLayerAltitude - eye_alt; + +if (dist > 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; + + +float transmission; +float vAltitude; +float delta_zv; +float H; +float distance_in_layer; +float transmission_arg; + + + + +// 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 - effective_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 - effective_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 < 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); + +if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly +{ + + + // high altitude desaturation of the haze color + 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* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) )); + + // change haze color to blue hue for strong fogging + hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor)))); + + + + // reduce haze intensity when looking at shaded surfaces, only in terminator region + float shadow = mix( min(1.0 + dot(n,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)); + } + + + + +fragColor.rgb = mix(eqColorFactor * hazeColor * eShade , fragColor.rgb,transmission); + + +gl_FragColor = fragColor; + + +} +else // if dist < threshold no fogging at all +{ +gl_FragColor = fragColor; +} + + + +} + diff --git a/Shaders/runway-lightfield.frag b/Shaders/runway-lightfield.frag index 474e9642c..ea5545d44 100644 --- a/Shaders/runway-lightfield.frag +++ b/Shaders/runway-lightfield.frag @@ -224,7 +224,8 @@ float noise_2000m = Noise2D(rawPos.xy, 2000.0); //float view_angle = abs(dot(normal, normalize(ecViewdir))); - if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel)) + //if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel)) + if (quality_level > 3) { float sfactor; noise_01m = Noise2D(rawPos.xy,0.1);