diff --git a/Shaders/default.frag b/Shaders/default.frag index 52afbaf2d..1c3fbaf84 100644 --- a/Shaders/default.frag +++ b/Shaders/default.frag @@ -1,12 +1,19 @@ // -*-C++-*- // Ambient term comes in gl_Color.rgb. +#version 120 + varying vec4 diffuse_term; varying vec3 normal; -varying float fogCoord; uniform sampler2D texture; +////fog "include" ///// +uniform int fogType; + +vec3 fog_Func(vec3 color, int type); +////////////////////// + float luminance(vec3 color) { return dot(vec3(0.212671, 0.715160, 0.072169), color); @@ -44,6 +51,7 @@ void main() color = clamp(color, 0.0, 1.0); texel = texture2D(texture, gl_TexCoord[0].st); fragColor = color * texel + specular; - fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord); - gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor); -} + + fragColor.rgb = fog_Func(fragColor.rgb, fogType); + gl_FragColor = fragColor; +} \ No newline at end of file diff --git a/Shaders/default.vert b/Shaders/default.vert index 74089f070..c3bdf00a6 100644 --- a/Shaders/default.vert +++ b/Shaders/default.vert @@ -7,7 +7,7 @@ // // 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 @@ -18,12 +18,17 @@ // bugs with gl_FrontFacing in the fragment shader. varying vec4 diffuse_term; varying vec3 normal; -varying float fogCoord; + uniform int colorMode; +////fog "include"//////// +uniform int fogType; + +void fog_Func(int type); +///////////////////////// + void main() { - vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; normal = gl_NormalMatrix * gl_Normal; @@ -51,5 +56,6 @@ void main() // 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; - fogCoord = abs(ecPosition.z / ecPosition.w); + //fogCoord = abs(ecPosition.z / ecPosition.w); + fog_Func(fogType); } diff --git a/Shaders/flutter.vert b/Shaders/flutter.vert index 640edd885..7aaf41300 100644 --- a/Shaders/flutter.vert +++ b/Shaders/flutter.vert @@ -1,4 +1,5 @@ // -*-C++-*- +// © Vivian Meazza - 2011 // Shader that uses OpenGL state values to do per-pixel lighting // @@ -8,6 +9,9 @@ // Diffuse colors come from the gl_Color, ambient from the material. This is // equivalent to osg::Material::DIFFUSE. +#version 120 +#define fps2kts 0.5925 + #define MODE_OFF 0 #define MODE_DIFFUSE 1 #define MODE_AMBIENT_AND_DIFFUSE 2 @@ -18,15 +22,69 @@ // bugs with gl_FrontFacing in the fragment shader. varying vec4 diffuse_term; varying vec3 normal; -varying float fogCoord; +//varying float fogCoord; uniform int colorMode; uniform float osg_SimulationTime; -uniform float WindSpeed, Offset, AmpFactor; +uniform float Offset, AmpFactor, WindE, WindN, spd, hdg; uniform sampler3D Noise; +////fog "include"//////// +uniform int fogType; + +void fog_Func(int type); +///////////////////////// + +/////// functions ///////// + +float normalize_range(float _val) + { + if (_val > 180.0) + return _val - 360.0; + else + return _val; + } + +void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad) + { + //calculate speed north and east in kts + float speed_north_kts = cos(radians(hdg)) * spd ; + float speed_east_kts = sin(radians(hdg)) * spd ; + + //calculate the relative wind speed north and east in kts + float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts; + float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts; + + //combine relative speeds north and east to get relative windspeed in kts + rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2) + + pow(abs(rel_wind_speed_from_north_kts), 2)); + + //calculate the relative wind direction + float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts)); + //rel_wind_from_rad = atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts); + float rel_wind = rel_wind_from_deg - hdg; + rel_wind = normalize_range(rel_wind); + rel_wind_from_rad = radians(rel_wind); + } + +void rotationmatrix(in float angle, out mat4 rotmat) + { + rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0, + sin( angle ), cos( angle ), 0.0, 0.0, + 0.0 , 0.0 , 1.0, 0.0, + 0.0 , 0.0 , 0.0, 1.0 ); + } + void main() -{ + { + mat4 RotationMatrix; + + float relWindspd=0; + float relWinddir=0; + + // compute relative wind speed and direction + relWind (relWindspd, relWinddir); + // map noise vector vec4 noisevec = texture3D(Noise, gl_Vertex.xyz); @@ -35,14 +93,18 @@ void main() vec4 pos = gl_Vertex; vec4 oldpos = gl_Vertex; - float freq = (10 * WindSpeed) + 10; + float freq = (10 * relWindspd) + 10; pos.y = sin((pos.x * 5.0 + tsec * freq )/5.0) * 0.5 ; pos.y += sin((pos.z * 5.0 + tsec * freq/2)/5.0) * 0.125 ; pos.y *= pow(pos.x - Offset, 2.0) * AmpFactor; + //rotate the flag to align with relative wind + rotationmatrix(-relWinddir, RotationMatrix); + pos *= RotationMatrix; gl_Position = gl_ModelViewProjectionMatrix * pos; + //do the colour and fog vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; @@ -52,28 +114,30 @@ void main() 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; + } 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; + } + + diffuse_term = diffuse_color * gl_LightSource[0].diffuse; + vec4 ambient_term = ambient_color * gl_LightSource[0].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 = ambient_term.rgb; gl_FrontColor.a = 0.0; + gl_BackColor.rgb = ambient_term.rgb; gl_FrontColor.a = 1.0; +// fogCoord = abs(ecPosition.z / ecPosition.w); + + fog_Func(fogType); + } - - diffuse_term = diffuse_color * gl_LightSource[0].diffuse; - vec4 ambient_term = ambient_color * gl_LightSource[0].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 = ambient_term.rgb; gl_FrontColor.a = 0.0; - gl_BackColor.rgb = ambient_term.rgb; gl_FrontColor.a = 1.0; - fogCoord = abs(ecPosition.z / ecPosition.w); - -} diff --git a/Shaders/landmass-g.vert b/Shaders/landmass-g.vert index 37a89b1bf..9a00317ef 100644 --- a/Shaders/landmass-g.vert +++ b/Shaders/landmass-g.vert @@ -31,21 +31,29 @@ attribute vec3 binormal; uniform float canopy_height; -void main(void) -{ - rawposIn = gl_Vertex; - ecPosIn = gl_ModelViewMatrix * gl_Vertex; - NormalIn = normalize(gl_Normal); - //rawTopIn = rawposIn + vec4(0.0, 0.0, canopy_height, 0.0); - //ecTopIn = gl_ModelViewMatrix * rawTopIn; - ecNormalIn = gl_NormalMatrix * NormalIn; - VTangentIn = gl_NormalMatrix * tangent; - VBinormalIn = gl_NormalMatrix * binormal; +////fog "include"//////// +uniform int fogType; - gl_FrontColor = gl_Color; - gl_Position = ftransform(); - //positionTopIn = gl_ModelViewProjectionMatrix * rawTopIn; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - constantColorIn = gl_FrontMaterial.emission - + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); -} +void fog_Func(int type); +///////////////////////// + +void main(void) + { + rawposIn = gl_Vertex; + ecPosIn = gl_ModelViewMatrix * gl_Vertex; + NormalIn = normalize(gl_Normal); + //rawTopIn = rawposIn + vec4(0.0, 0.0, canopy_height, 0.0); + //ecTopIn = gl_ModelViewMatrix * rawTopIn; + ecNormalIn = gl_NormalMatrix * NormalIn; + VTangentIn = gl_NormalMatrix * tangent; + VBinormalIn = gl_NormalMatrix * binormal; + + gl_FrontColor = gl_Color; + gl_Position = ftransform(); + //positionTopIn = gl_ModelViewProjectionMatrix * rawTopIn; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + constantColorIn = gl_FrontMaterial.emission + + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); + + fog_Func(fogType); + } diff --git a/Shaders/terrain-nocolor.frag b/Shaders/terrain-nocolor.frag index d5a215b00..112e1bd4e 100644 --- a/Shaders/terrain-nocolor.frag +++ b/Shaders/terrain-nocolor.frag @@ -1,15 +1,26 @@ // -*-C++-*- uniform sampler2D texture; +////fog "include" ///// +uniform int fogType; + +vec3 fog_Func(vec3 color, int type); +////////////////////// + + void main() { vec4 color = vec4(1.0, 1.0, 1.0, 1.0); vec4 texel; vec4 fragColor; + vec4 finalColor; texel = texture2D(texture, gl_TexCoord[0].st); fragColor = color * texel; gl_FragColor = fragColor; + finalColor.rgb = fog_Func(fragColor.rgb, fogType); + gl_FragColor = finalColor; + }