diff --git a/Effects/tree.eff b/Effects/tree.eff
index 72b4b021d..5c4cade57 100644
--- a/Effects/tree.eff
+++ b/Effects/tree.eff
@@ -36,6 +36,7 @@
+
@@ -119,6 +120,7 @@
true
Shaders/tree-haze.vert
+ Shaders/noise.frag
Shaders/cloud-shadowfunc.frag
Shaders/tree-haze.frag
@@ -427,6 +429,11 @@
int
+
+ forest_effects
+ int
+
+
@@ -472,6 +479,7 @@
Shaders/tree-haze.vert
+ Shaders/noise.frag
Shaders/cloud-shadowfunc.frag
Shaders/tree-haze.frag
@@ -780,6 +788,11 @@
int
+
+ forest_effects
+ int
+
+
diff --git a/Shaders/noise.frag b/Shaders/noise.frag
new file mode 100644
index 000000000..03deeca01
--- /dev/null
+++ b/Shaders/noise.frag
@@ -0,0 +1,192 @@
+// -*-C++-*-
+
+// This is a library of noise functions, taking a coordinate vector and a wavelength
+// as input and returning a number [0:1] as output.
+
+// * Noise2D(in vec2 coord, in float wavelength) is 2d Perlin noise
+// * Noise3D(in vec3 coord, in float wavelength) is 3d Perlin noise
+// * DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dDensity)
+// is sparse dot noise and takes a dot density parameter
+// * VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand)
+// is a function mapping the terrain into random domains, based on Voronoi tiling of a regular grid
+// distorted with xrand and yrand
+
+// Thorsten Renk 2014
+
+#version 120
+
+
+float rand2D(in vec2 co){
+ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
+}
+
+float rand3D(in vec3 co){
+ return fract(sin(dot(co.xyz ,vec3(12.9898,78.233,144.7272))) * 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);
+}
+
+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 interpolatedNoise3D(in float x, in float y, in float z)
+{
+ 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 integer_z = z - fract(z);
+ float fractional_z = z - integer_z;
+
+ float v1 = rand3D(vec3(integer_x, integer_y, integer_z));
+ float v2 = rand3D(vec3(integer_x+1.0, integer_y, integer_z));
+ float v3 = rand3D(vec3(integer_x, integer_y+1.0, integer_z));
+ float v4 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z));
+
+ float v5 = rand3D(vec3(integer_x, integer_y, integer_z+1.0));
+ float v6 = rand3D(vec3(integer_x+1.0, integer_y, integer_z+1.0));
+ float v7 = rand3D(vec3(integer_x, integer_y+1.0, integer_z+1.0));
+ float v8 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z+1.0));
+
+
+ float i1 = simple_interpolate(v1,v5, fractional_z);
+ float i2 = simple_interpolate(v2,v6, fractional_z);
+ float i3 = simple_interpolate(v3,v7, fractional_z);
+ float i4 = simple_interpolate(v4,v8, fractional_z);
+
+ float ii1 = simple_interpolate(i1,i2,fractional_x);
+ float ii2 = simple_interpolate(i3,i4,fractional_x);
+
+
+ return simple_interpolate(ii1 , ii2 , fractional_y);
+}
+
+
+float Noise2D(in vec2 coord, in float wavelength)
+{
+return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
+
+}
+
+float Noise3D(in vec3 coord, in float wavelength)
+{
+return interpolatedNoise3D(coord.x/wavelength, coord.y/wavelength, coord.z/wavelength);
+}
+
+float dotNoise2D(in float x, in float y, in float fractionalMaxDotSize, in float dDensity)
+{
+ float integer_x = x - fract(x);
+ float fractional_x = x - integer_x;
+
+ float integer_y = y - fract(y);
+ float fractional_y = y - integer_y;
+
+ if (rand2D(vec2(integer_x+1.0, integer_y +1.0)) > dDensity)
+ {return 0.0;}
+
+ float xoffset = (rand2D(vec2(integer_x, integer_y)) -0.5);
+ float yoffset = (rand2D(vec2(integer_x+1.0, integer_y)) - 0.5);
+ float dotSize = 0.5 * fractionalMaxDotSize * max(0.25,rand2D(vec2(integer_x, integer_y+1.0)));
+
+
+ vec2 truePos = vec2 (0.5 + xoffset * (1.0 - 2.0 * dotSize) , 0.5 + yoffset * (1.0 -2.0 * dotSize));
+
+ float distance = length(truePos - vec2(fractional_x, fractional_y));
+
+ return 1.0 - smoothstep (0.3 * dotSize, 1.0* dotSize, distance);
+}
+
+float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dDensity)
+{
+return dotNoise2D(coord.x/wavelength, coord.y/wavelength, fractionalMaxDotSize, dDensity);
+}
+
+
+float voronoiNoise2D(in float x, in float y, in float xrand, in float yrand)
+{
+ 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 val[4];
+
+ val[0] = rand2D(vec2(integer_x, integer_y));
+ val[1] = rand2D(vec2(integer_x+1.0, integer_y));
+ val[2] = rand2D(vec2(integer_x, integer_y+1.0));
+ val[3] = rand2D(vec2(integer_x+1.0, integer_y+1.0));
+
+ float xshift[4];
+
+ xshift[0] = xrand * (rand2D(vec2(integer_x+0.5, integer_y)) - 0.5);
+ xshift[1] = xrand * (rand2D(vec2(integer_x+1.5, integer_y)) -0.5);
+ xshift[2] = xrand * (rand2D(vec2(integer_x+0.5, integer_y+1.0))-0.5);
+ xshift[3] = xrand * (rand2D(vec2(integer_x+1.5, integer_y+1.0))-0.5);
+
+ float yshift[4];
+
+ yshift[0] = yrand * (rand2D(vec2(integer_x, integer_y +0.5)) - 0.5);
+ yshift[1] = yrand * (rand2D(vec2(integer_x+1.0, integer_y+0.5)) -0.5);
+ yshift[2] = yrand * (rand2D(vec2(integer_x, integer_y+1.5))-0.5);
+ yshift[3] = yrand * (rand2D(vec2(integer_x+1.5, integer_y+1.5))-0.5);
+
+
+ float dist[4];
+
+ dist[0] = sqrt((fractional_x + xshift[0]) * (fractional_x + xshift[0]) + (fractional_y + yshift[0]) * (fractional_y + yshift[0]));
+ dist[1] = sqrt((1.0 -fractional_x + xshift[1]) * (1.0-fractional_x+xshift[1]) + (fractional_y +yshift[1]) * (fractional_y+yshift[1]));
+ dist[2] = sqrt((fractional_x + xshift[2]) * (fractional_x + xshift[2]) + (1.0-fractional_y +yshift[2]) * (1.0-fractional_y + yshift[2]));
+ dist[3] = sqrt((1.0-fractional_x + xshift[3]) * (1.0-fractional_x + xshift[3]) + (1.0-fractional_y +yshift[3]) * (1.0-fractional_y + yshift[3]));
+
+
+
+ int i, i_min;
+ float dist_min = 100.0;
+ for (i=0; i<4;i++)
+ {
+ if (dist[i] < dist_min)
+ {
+ dist_min = dist[i];
+ i_min = i;
+ }
+ }
+
+ return val[i_min];
+ //return val[0];
+
+}
+
+float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand)
+{
+return voronoiNoise2D(coord.x/wavelength, coord.y/wavelength, xrand, yrand);
+}
diff --git a/Shaders/tree-haze.vert b/Shaders/tree-haze.vert
index b28010401..872e287dc 100644
--- a/Shaders/tree-haze.vert
+++ b/Shaders/tree-haze.vert
@@ -25,6 +25,7 @@ varying float yprime_alt;
uniform int colorMode;
uniform int wind_effects;
+uniform int forest_effects;
uniform float hazeLayerAltitude;
uniform float terminator;
uniform float terrain_alt;
@@ -45,6 +46,7 @@ float earthShade;
float mie_angle;
float shadow_func (in float x, in float y, in float noise, in float dist);
+float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand);
// This is the value used in the skydome scattering shader - use the same here for consistency?
const float EarthRadius = 5800000.0;
@@ -105,6 +107,13 @@ void main()
position.y = position.y + position.z * (sin(osg_SimulationTime * 1.8 + (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.0025 * WindE;
}
+ // Scale by random domains
+ if (forest_effects > 0)
+ {
+ float voronoi = 0.5 + 1.0 * VoronoiNoise2D(gl_Color.xy, 200.0, 1.5, 1.5);
+ position.xyz = position.xyz * voronoi;
+ }
+
// Move to correct location (stored in gl_Color)
position = position + gl_Color.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
diff --git a/gui/dialogs/shaders-lightfield.xml b/gui/dialogs/shaders-lightfield.xml
index fe49dad50..66bc4fdb7 100644
--- a/gui/dialogs/shaders-lightfield.xml
+++ b/gui/dialogs/shaders-lightfield.xml
@@ -173,6 +173,30 @@
+
+ hbox
+ right
+
+
+
+
+ forest
+ 0.0
+ 1.0
+ 1.0
+ 0.17
+ true
+ /sim/rendering/shaders/forest
+
+ dialog-apply
+ forest
+
+
+
+ 55
+
+
+
hbox
right
@@ -196,7 +220,7 @@
55
-
+
hbox
diff --git a/preferences.xml b/preferences.xml
index 60c533e98..bf94b8783 100644
--- a/preferences.xml
+++ b/preferences.xml
@@ -146,6 +146,7 @@ Started September 2000 by David Megginson, david@megginson.com
1.0
1.0
0.0
+ 0.0
1.0
1.0