WS30: Road Shader porting from osm2city
This commit is contained in:
parent
c7b73ff91b
commit
b35f5d6db2
5 changed files with 1552 additions and 24 deletions
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@ -1,20 +1,9 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/ws30-road-high</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<inherits-from>Effects/ws30-road</inherits-from>
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<parameters>
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<speed-factor>1.2</speed-factor>
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<base-density>3.0</base-density>
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</parameters>
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<technique n="3">
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<!-- Disable the ultra technique as it doesn't work in WS30-->
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<predicate n="0">
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<and>
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<equal>
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<value type="float">2.0</value>
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<value type="float">1.0</value>
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</equal>
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</and>
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</predicate>
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</technique>
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</PropertyList>
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@ -1,20 +1,9 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/ws30-road-mid</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<inherits-from>Effects/ws30-road</inherits-from>
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<parameters>
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<speed-factor>0.8</speed-factor>
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<base-density>0.25</base-density>
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</parameters>
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<technique n="3">
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<!-- Disable the ultra technique as it doesn't work in WS30-->
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<predicate n="0">
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<and>
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||||
<equal>
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||||
<value type="float">2.0</value>
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||||
<value type="float">1.0</value>
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||||
</equal>
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||||
</and>
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||||
</predicate>
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</technique>
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</PropertyList>
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813
Effects/ws30-road.eff
Normal file
813
Effects/ws30-road.eff
Normal file
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@ -0,0 +1,813 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/ws30-road</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<material>
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<ambient type="vec4d">
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0.2 .2 0.2 1.0
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</ambient>
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<diffuse type="vec4d">
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.8 .8 .8 1.0
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</diffuse>
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<specular type="vec4d">
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0.0 0.0 0.0 1.0
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</specular>
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<emissive type="vec4d">
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0.0 0.0 0.0 1.0
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</emissive>
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<shininess>1.2</shininess>
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<color-mode>diffuse</color-mode>
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</material>
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<texture n="2">
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<image>Textures/osm2city/roads_LM.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="8">
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<image>Textures/Cars/cars.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="9">
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<image>Textures/Cars/cars-metadata.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<grain-texture-enabled type="int">0</grain-texture-enabled>
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<grain-magnification type="float">50</grain-magnification>
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<lightmap-enabled type="int">1</lightmap-enabled>
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<normalmap-enabled>0</normalmap-enabled>
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<lightmap-color type="vec3d" n="0"> 0.941 0.682 0.086 </lightmap-color>
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<snow_level><use>/environment/snow-level-m</use></snow_level>
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<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
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<road-traffic-enabled><use>/sim/rendering/osm/road-traffic-enabled</use></road-traffic-enabled>
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<road-traffic-density><use>/sim/rendering/osm/road-traffic-density</use></road-traffic-density>
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<road-traffic-direction><use>/sim/rendering/osm/road-traffic-direction</use></road-traffic-direction>
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<road-traffic-variation><use>/sim/rendering/osm/road-traffic-daily-variation</use></road-traffic-variation>
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<road-light-factor><use>/environment/lightmap-factor</use></road-light-factor>
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</parameters>
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>
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<technique n="3">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<property>/sim/rendering/shaders/model</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</bin-name>
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</render-bin>
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<!-- Diffuse texture unit-->
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<type>
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<use>texture[0]/type</use>
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</type>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<!-- Car Metadata texture unit-->
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<texture-unit>
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<unit>1</unit>
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<image>
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<use>texture[9]/image</use>
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</image>
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<type>
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<use>texture[9]/type</use>
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</type>
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<filter>
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<use>texture[9]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[9]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[9]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[9]/internal-format</use>
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</internal-format>
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</texture-unit>
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<!-- Car shape texture unit-->
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<texture-unit>
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<unit>3</unit>
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<image>
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<use>texture[8]/image</use>
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</image>
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<type>
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<use>texture[8]/type</use>
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</type>
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<filter>
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<use>texture[8]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[8]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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||||
<use>texture[8]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[8]/internal-format</use>
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</internal-format>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/ws30-ALS-ultra.vert</vertex-shader>
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<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
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<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/road-ALS-ultra.frag</fragment-shader>
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<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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<attribute>
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<name>orthophotoTexCoord</name>
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<index>14</index>
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</attribute>
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</program>
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<uniform>
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<name>BaseTex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>CarMetaTex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>NormalTex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>CarTex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<!-- road traffic -->
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<uniform>
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<name>road_traffic_enabled</name>
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<type>int</type>
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<value>
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<use>road-traffic-enabled</use>
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</value>
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</uniform>
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<uniform>
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<name>road_traffic_density</name>
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<type>float</type>
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<value>
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<use>road-traffic-density</use>
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</value>
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</uniform>
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<uniform>
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<name>road_traffic_variation</name>
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<type>float</type>
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<value>
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<use>road-traffic-variation</use>
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</value>
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</uniform>
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<uniform>
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<name>road_traffic_direction</name>
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<type>int</type>
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<value>
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<use>road-traffic-direction</use>
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</value>
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</uniform>
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<!-- road illumination -->
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<uniform>
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<name>streetlight_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color</use>
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</value>
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</uniform>
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<uniform>
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<name>streetlight_factor</name>
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<type>float</type>
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<value>
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<use>road-light-factor</use>
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</value>
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</uniform>
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<!-- use a grain texture map-->
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<uniform>
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<name>grain_texture_enabled</name>
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<type>int</type>
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<value>
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<use>grain-texture-enabled</use>
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</value>
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</uniform>
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<uniform>
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<name>grain_magnification</name>
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<type>float</type>
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<value>
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<use>grain-magnification</use>
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</value>
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</uniform>
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<!-- simulate wetness, snow and rain-->
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<uniform>
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<name>rain_enabled</name>
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<type>int</type>
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<value>
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<use>rain-enabled</use>
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</value>
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||||
</uniform>
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||||
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<uniform>
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<name>snowlevel</name>
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<type>float</type>
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<value><use>snow_level</use></value>
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</uniform>
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||||
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<uniform>
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||||
<name>snow_thickness_factor</name>
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<type>float</type>
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||||
<value><use>snow_thickness_factor</use></value>
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||||
</uniform>
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||||
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||||
<!-- set the amount of ambient light correction 0.0 - 1.0 -->
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||||
<uniform>
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||||
<name>amb_correction</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>ambient-correction</use>
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||||
</value>
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||||
</uniform>
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||||
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||||
<uniform>
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||||
<name>hdg</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>model-hdg</use>
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||||
</value>
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||||
</uniform>
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||||
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||||
<uniform>
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||||
<name>pitch</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>model-pitch</use>
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||||
</value>
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||||
</uniform>
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||||
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||||
<uniform>
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||||
<name>roll</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>model-roll</use>
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||||
</value>
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||||
</uniform>
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||||
|
||||
<!-- BEGIN fog include -->
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||||
<uniform>
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||||
<name>visibility</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>visibility</use>
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||||
</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>avisibility</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>avisibility</use>
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||||
</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>hazeLayerAltitude</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>lthickness</use>
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||||
</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>scattering</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>scattering</use>
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||||
</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>terminator</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>terminator</use>
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||||
</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>ground_scattering</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>ground_scattering</use>
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||||
</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>terminator</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>terminator</use>
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||||
</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>terrain_alt</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>terrain_alt</use>
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||||
</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>overcast</name>
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||||
<type>float</type>
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||||
<value>
|
||||
<use>overcast</use>
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||||
</value>
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||||
</uniform>
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||||
<uniform>
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||||
<name>eye_alt</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>eye_alt</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloud_self_shading</name>
|
||||
<type>float</type>
|
||||
<value><use>cloud_self_shading</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>moonlight</name>
|
||||
<type>float</type>
|
||||
<value><use>moonlight</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>air_pollution</name>
|
||||
<type>float</type>
|
||||
<value><use>air_pollution</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>rain_norm</name>
|
||||
<type>float</type>
|
||||
<value><use>rnorm</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>wetness</name>
|
||||
<type>float</type>
|
||||
<value><use>wetness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>view_pitch_offset</name>
|
||||
<type>float</type>
|
||||
<value><use>view_pitch_offset</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>view_heading_offset</name>
|
||||
<type>float</type>
|
||||
<value><use>view_heading_offset</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>field_of_view</name>
|
||||
<type>float</type>
|
||||
<value><use>view_fov</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>landing_light1_offset</name>
|
||||
<type>float</type>
|
||||
<value><use>landing_light1_offset</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>landing_light2_offset</name>
|
||||
<type>float</type>
|
||||
<value><use>landing_light2_offset</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>landing_light3_offset</name>
|
||||
<type>float</type>
|
||||
<value><use>landing_light3_offset</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>gamma</name>
|
||||
<type>float</type>
|
||||
<value><use>gamma</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>brightness</name>
|
||||
<type>float</type>
|
||||
<value><use>brightness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>use_filtering</name>
|
||||
<type>bool</type>
|
||||
<value><use>use_filtering</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>use_night_vision</name>
|
||||
<type>bool</type>
|
||||
<value><use>use_night_vision</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>use_IR_vision</name>
|
||||
<type>bool</type>
|
||||
<value><use>use_IR_vision</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>delta_T</name>
|
||||
<type>float</type>
|
||||
<value><use>delta_T</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fact_grey</name>
|
||||
<type>float</type>
|
||||
<value><use>fact_grey</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fact_black</name>
|
||||
<type>float</type>
|
||||
<value><use>fact_black</use></value>
|
||||
</uniform>
|
||||
|
||||
<!-- cloud shadows -->
|
||||
<uniform>
|
||||
<name>cloudpos1_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos1_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos1_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos1_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos2_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos2_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos2_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos2_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos3_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos3_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos3_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos3_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos4_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos4_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos4_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos4_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos5_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos5_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos5_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos5_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos6_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos6_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos6_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos6_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos7_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos7_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos7_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos7_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos8_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos8_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos8_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos8_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos9_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos9_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos9_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos9_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos10_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos10_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos10_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos10_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos11_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos11_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos11_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos11_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos12_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos12_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos12_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos12_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos13_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos13_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos13_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos13_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos14_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos14_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos14_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos14_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos15_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos15_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos15_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos15_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos16_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos16_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos16_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos16_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos17_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos17_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos17_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos17_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos18_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos18_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos18_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos18_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos19_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos19_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos19_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos19_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos20_x</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos20_x</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloudpos20_y</name>
|
||||
<type>float</type>
|
||||
<value><use>cloudpos20_y</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloud_shadow_flag</name>
|
||||
<type>int</type>
|
||||
<value><use>cloud_shadow_flag</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>use_searchlight</name>
|
||||
<type>int</type>
|
||||
<value><use>use_searchlight</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>use_landing_light</name>
|
||||
<type>int</type>
|
||||
<value><use>use_landing_light</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>use_alt_landing_light</name>
|
||||
<type>int</type>
|
||||
<value><use>use_alt_landing_light</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>display_xsize</name>
|
||||
<type>int</type>
|
||||
<value><use>display_xsize</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>display_ysize</name>
|
||||
<type>int</type>
|
||||
<value><use>display_ysize</use></value>
|
||||
</uniform>
|
||||
|
||||
<!-- BEGIN shadows include -->
|
||||
<uniform>
|
||||
<name>shadow_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">10</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>shadows_enabled</name>
|
||||
<type>bool</type>
|
||||
<value>
|
||||
<use>shadows_enabled</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>sun_atlas_size</name>
|
||||
<type>int</type>
|
||||
<value>
|
||||
<use>sun_atlas_size</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<!-- END shadows include -->
|
||||
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
|
@ -30,6 +30,7 @@ varying vec3 worldPos;
|
|||
varying vec3 ecViewdir;
|
||||
varying vec2 grad_dir;
|
||||
varying vec4 ecPosition;
|
||||
varying vec3 vertVec;
|
||||
|
||||
// Sent packed into alpha channels
|
||||
//varying float yprime_alt;
|
||||
|
@ -198,6 +199,7 @@ void main()
|
|||
*/
|
||||
|
||||
relPos = relPosZUp;
|
||||
vertVec = relPosZUp;
|
||||
|
||||
ecViewdir = (gl_ModelViewMatrix * (epMS - gl_Vertex)).xyz;
|
||||
// unfortunately, we need the distance in the vertex shader, although the more accurate version
|
||||
|
|
735
Shaders/ws30-road-ALS-ultra.frag
Normal file
735
Shaders/ws30-road-ALS-ultra.frag
Normal file
|
@ -0,0 +1,735 @@
|
|||
// -*- 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
|
||||
// changes for road and traffic rendering
|
||||
// by Thorsten Renk 2017 -2019
|
||||
#version 120
|
||||
|
||||
varying vec3 VBinormal;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 rawpos;
|
||||
//varying vec3 reflVec;
|
||||
//varying vec3 vViewVec;
|
||||
varying vec3 vertVec;
|
||||
varying vec3 relPos;
|
||||
|
||||
|
||||
varying float alpha;
|
||||
|
||||
uniform sampler2D BaseTex;
|
||||
//uniform sampler2D NormalTex;
|
||||
//uniform sampler2D ReflMapTex;
|
||||
uniform sampler2D CarTex;
|
||||
uniform sampler2D CarMetaTex;
|
||||
//uniform sampler2D ReflGradientsTex;
|
||||
//uniform samplerCube Environment;
|
||||
//uniform sampler2D GrainTex;
|
||||
|
||||
//uniform int dirt_enabled;
|
||||
//uniform int dirt_multi;
|
||||
//uniform int nmap_dds;
|
||||
//uniform int nmap_enabled;
|
||||
//uniform int refl_enabled;
|
||||
//uniform int refl_type;
|
||||
//uniform int refl_map;
|
||||
//uniform int grain_texture_enabled;
|
||||
uniform int road_traffic_direction;
|
||||
//uniform int rain_enabled;
|
||||
uniform int road_traffic_enabled;
|
||||
uniform int cloud_shadow_flag;
|
||||
uniform int use_searchlight;
|
||||
uniform int use_landing_light;
|
||||
uniform int use_alt_landing_light;
|
||||
|
||||
uniform float amb_correction;
|
||||
uniform float dirt_b_factor;
|
||||
uniform float dirt_g_factor;
|
||||
uniform float dirt_r_factor;
|
||||
//uniform float nmap_tile;
|
||||
//uniform float refl_correction;
|
||||
//uniform float refl_fresnel;
|
||||
//uniform float refl_fresnel_factor;
|
||||
//uniform float refl_noise;
|
||||
//uniform float refl_rainbow;
|
||||
//uniform float grain_magnification;
|
||||
//uniform float wetness;
|
||||
//uniform float rain_norm;
|
||||
uniform float road_traffic_density;
|
||||
uniform float streetlight_factor;
|
||||
uniform float road_traffic_variation;
|
||||
|
||||
uniform float avisibility;
|
||||
uniform float cloud_self_shading;
|
||||
uniform float eye_alt;
|
||||
uniform float ground_scattering;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float moonlight;
|
||||
uniform float overcast;
|
||||
uniform float scattering;
|
||||
uniform float terminator;
|
||||
uniform float terrain_alt;
|
||||
uniform float visibility;
|
||||
uniform float air_pollution;
|
||||
uniform float snowlevel;
|
||||
uniform float snow_thickness_factor;
|
||||
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
|
||||
uniform bool use_IR_vision;
|
||||
|
||||
uniform mat4 fg_zUpTransform;
|
||||
uniform vec3 fg_modelOffset;
|
||||
|
||||
// constants needed by the light and fog computations ###################################################
|
||||
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
|
||||
//uniform vec3 dirt_r_color;
|
||||
//uniform vec3 dirt_g_color;
|
||||
//uniform vec3 dirt_b_color;
|
||||
|
||||
uniform vec3 streetlight_color;
|
||||
|
||||
float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
|
||||
float shadow_func (in float x, in float y, in float noise, in float dist);
|
||||
float fog_func (in float targ, in float altitude);
|
||||
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
|
||||
float alt_factor(in float eye_alt, in float vertex_alt);
|
||||
float light_distance_fading(in float dist);
|
||||
float fog_backscatter(in float avisibility);
|
||||
float rand2D(in vec2 co);
|
||||
float Noise2D(in vec2 coord, in float wavelength);
|
||||
|
||||
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
|
||||
vec3 get_hazeColor(in float lightArg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
vec3 filter_combined (in vec3 color) ;
|
||||
vec3 addLights(in vec3 color1, in vec3 color2);
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
|
||||
void road_type_mapper (in vec2 coord, out float rtype_traffic_density, out float rtype_base_illumination, out float rtype_traffic_speed, out int rtype_dual_lane)
|
||||
{
|
||||
if (coord.s < 0.125) // railway
|
||||
{
|
||||
rtype_dual_lane = 0;
|
||||
rtype_traffic_density = 0;
|
||||
rtype_base_illumination = 0;
|
||||
rtype_traffic_speed = 0.0;
|
||||
}
|
||||
else if (coord.s < 0.250) // residential
|
||||
{
|
||||
rtype_dual_lane = 0;
|
||||
rtype_traffic_density = 0.3;
|
||||
rtype_base_illumination = 0.65;
|
||||
rtype_traffic_speed = 0.5;
|
||||
}
|
||||
else if (coord.s < 0.375) // single-lane major
|
||||
{
|
||||
rtype_dual_lane = 0;
|
||||
rtype_traffic_density = 1.0;
|
||||
rtype_base_illumination = 0.65;
|
||||
rtype_traffic_speed = 1.0;
|
||||
}
|
||||
else if (coord.s < 0.5)
|
||||
{
|
||||
rtype_dual_lane = 0;
|
||||
rtype_traffic_density = 0.0;
|
||||
rtype_base_illumination = 0.0;
|
||||
rtype_traffic_speed = 0.0;
|
||||
}
|
||||
else if (coord.s < 0.625) // grass
|
||||
{
|
||||
rtype_dual_lane = 0;
|
||||
rtype_traffic_density = 0.0;
|
||||
rtype_base_illumination = 0.0;
|
||||
rtype_traffic_speed = 0.0;
|
||||
}
|
||||
else if (coord.s < 0.750) // dual-lane highway
|
||||
{
|
||||
rtype_dual_lane = 1;
|
||||
rtype_traffic_density = 1.0;
|
||||
rtype_base_illumination = 0.0;
|
||||
rtype_traffic_speed = 1.0;
|
||||
}
|
||||
else if (coord.s < 0.875) // dirt
|
||||
{
|
||||
rtype_dual_lane = 0;
|
||||
rtype_traffic_density = 0.1;
|
||||
rtype_base_illumination = 0.0;
|
||||
rtype_traffic_speed = 0.3;
|
||||
}
|
||||
else // tramway
|
||||
{
|
||||
rtype_dual_lane = 0;
|
||||
rtype_traffic_density = 0.0;
|
||||
rtype_base_illumination = 0.0;
|
||||
rtype_traffic_speed = 0.0;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
|
||||
vec4 noisevec = vec4 (1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
vec4 grainTexel;
|
||||
|
||||
vec3 mixedcolor;
|
||||
vec3 N = vec3(0.0,0.0,1.0);
|
||||
|
||||
// noise
|
||||
|
||||
float noise_1m = Noise2D(rawpos.xy, 1.0);
|
||||
float noise_5m = Noise2D(rawpos.xy, 5.0);
|
||||
|
||||
// road type characteristics
|
||||
|
||||
float rtype_traffic_density = 0.0;
|
||||
float rtype_base_illumination = 0.0;
|
||||
float rtype_traffic_speed = 0.0;
|
||||
int rtype_dual_lane = 0;
|
||||
road_type_mapper (gl_TexCoord[0].st, rtype_traffic_density, rtype_base_illumination, rtype_traffic_speed, rtype_dual_lane);
|
||||
|
||||
float pf = 0.0;
|
||||
float pf1 = 0.0;
|
||||
///some generic light scattering parameters
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
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;
|
||||
|
||||
vec3 nVertVec = normalize(vertVec);
|
||||
|
||||
float dist = length(relPos);
|
||||
// angle of view vector with horizon
|
||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
float vertex_alt = (relPos.z + eye_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 = gl_Color.a;
|
||||
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;
|
||||
|
||||
/// 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) ));
|
||||
}
|
||||
|
||||
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
|
||||
vec3 ecViewDir = (gl_ModelViewMatrix * (ep - vec4(rawpos, 1.0))).xyz;
|
||||
vec3 HV = normalize(normalize(gl_LightSource[0].position.xyz) + normalize(ecViewDir));
|
||||
|
||||
/// END light
|
||||
|
||||
/// BEGIN procedural textures - cars and snow
|
||||
|
||||
vec2 roadCoords = gl_TexCoord[0].st;
|
||||
roadCoords.s *=8.0;
|
||||
roadCoords.s = fract(roadCoords.s);
|
||||
|
||||
|
||||
|
||||
vec4 snow_texel = vec4 (0.95, 0.95, 0.95, 1.0);
|
||||
float noise_term = 0.5 * (noise_5m - 0.5);
|
||||
noise_term += 0.5 * (noise_1m - 0.5);
|
||||
snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + 0.5*snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
|
||||
|
||||
float noise_2000m = 0.0;
|
||||
float noise_10m = 0.0;
|
||||
|
||||
float snowLaneShape = smoothstep(0.20, 0.28, roadCoords.s) * (1.0-smoothstep(0.42, 0.5, roadCoords.s));
|
||||
snowLaneShape += smoothstep(0.6, 0.68, roadCoords.s) * (1.0-smoothstep(0.82, 0.9, roadCoords.s));
|
||||
snow_texel.a *= (1.0 - 0.3* snowLaneShape * rtype_traffic_density);
|
||||
|
||||
texel.rgb = mix(texel.rgb, snow_texel.rgb, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, 1.0 * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
|
||||
|
||||
float cTag = 0.0;
|
||||
float cPresent = 0.0;
|
||||
|
||||
float cSign = 1.0;
|
||||
float total_traffic_density = 0.0;
|
||||
|
||||
vec4 carMetaTexel;
|
||||
|
||||
if (road_traffic_enabled == 1)
|
||||
{
|
||||
float cOffset = 0.0;
|
||||
if (roadCoords.s > 0.5)
|
||||
{
|
||||
if (rtype_dual_lane == 0) {cSign = -1.0;}
|
||||
else {cOffset = 5.0;}
|
||||
}
|
||||
|
||||
if (rtype_dual_lane == 1) {cSign = -1.0;}
|
||||
|
||||
cSign *= road_traffic_direction;
|
||||
|
||||
total_traffic_density = road_traffic_density * rtype_traffic_density * road_traffic_variation;
|
||||
|
||||
float cCoord = roadCoords.t + cOffset;
|
||||
cCoord += 0.3 * osg_SimulationTime * cSign * rtype_traffic_speed * (1.0 - (0.9 * smoothstep(1.0, 2.5, total_traffic_density)));
|
||||
cCoord *= 5.0;
|
||||
|
||||
cTag = fract(cCoord);
|
||||
float cDomain = cCoord - cTag;
|
||||
float cRnd = rand2D(vec2 (cDomain, cSign));
|
||||
|
||||
cPresent = 0.0;
|
||||
float cDisc = 0.2 * total_traffic_density;
|
||||
if (cRnd > 1.0 - cDisc) {cPresent = 1.0;}
|
||||
|
||||
float cColorRnd = (cRnd - 1.0 + cDisc)/ max(cDisc, 0.05);
|
||||
float cColorRnd2 = rand2D(vec2 (cDomain, 0.5));
|
||||
|
||||
float cColumn = (cColorRnd2 * 16.0) - fract(cColorRnd2 * 16.0);
|
||||
float cRow = (rand2D(vec2 (cDomain, 1.5)) * 2.0);
|
||||
cRow = cRow- fract(cRow);
|
||||
//cRow = 0.0;
|
||||
|
||||
|
||||
vec3 cColor = vec3 (0.8 * (1.0 - cColorRnd), 0.8 * 2.0 * (0.5 - abs(cColorRnd - 0.5)) , 0.8 * cColorRnd);
|
||||
cColor *= cColorRnd2;
|
||||
|
||||
float cPos = cTag;
|
||||
if (cSign > 0.0) {cPos = 1.0 - cPos;}
|
||||
float cShape = smoothstep(0.0, 0.05, cPos) * (1.0-smoothstep(0.35, 0.4, cPos));
|
||||
|
||||
float ctPos;
|
||||
if (roadCoords.s < 0.5)
|
||||
{ctPos = clamp(5.0 * (roadCoords.s - 0.25), 0.0,1.0); }
|
||||
else
|
||||
{ctPos = clamp(5.0 * (roadCoords.s - 0.65), 0.0,1.0); }
|
||||
|
||||
float clPos = cPos;// + 0.45;
|
||||
|
||||
vec4 carTexel = texture2D(CarTex, vec2((ctPos + cColumn) / 16.0 , ((clPos + cRow) / 2.0) ));
|
||||
carMetaTexel = texture2D(CarMetaTex, vec2((ctPos + cColumn) / 16.0 , ((clPos + cRow) / 2.0) ));
|
||||
|
||||
|
||||
float laneShape = smoothstep(0.25, 0.28, roadCoords.s) * (1.0-smoothstep(0.42, 0.45, roadCoords.s));
|
||||
laneShape += smoothstep(0.65, 0.68, roadCoords.s) * (1.0-smoothstep(0.82, 0.85, roadCoords.s));
|
||||
cShape *= laneShape;
|
||||
|
||||
//texel.rgb = mix(texel.rgb, cColor, cPresent * cShape);
|
||||
texel.rgb = mix(texel.rgb, carTexel.rgb, cPresent * carTexel.a * laneShape);
|
||||
//texel.rgb = mix(texel.rgb, vec3 (1.0, 0.0, 0.0) * cColorRnd2, 0.3);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// END procedural cars
|
||||
|
||||
//vec3 reflVecN;
|
||||
|
||||
//vec3 viewVec = normalize(vViewVec);
|
||||
//float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
|
||||
|
||||
//float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
|
||||
|
||||
|
||||
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)));
|
||||
float nDotHV = max(0.0, dot(N,HV));
|
||||
//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)) * (1.0 -texel.a) );
|
||||
// nDotHV = max(0.0, dot(-N, HV) * (1.0 -texel.a) );
|
||||
// }
|
||||
|
||||
float nDotVP1 = 0.0;
|
||||
float nDotHV1 = 0.0;
|
||||
|
||||
|
||||
// try specular reflection of sky irradiance
|
||||
nDotVP1 = max(0.0, dot(N, up));
|
||||
nDotHV1 = max(0.0, dot(N, normalize(normalize(up) + normalize(-vertVec))));
|
||||
|
||||
|
||||
if (nDotVP == 0.0)
|
||||
{pf = 0.0;}
|
||||
else
|
||||
{pf = pow(nDotHV, gl_FrontMaterial.shininess);}
|
||||
|
||||
if (nDotVP1 == 0.0)
|
||||
{pf1 = 0.0;}
|
||||
else
|
||||
{pf1 = pow(nDotHV1, 0.5*gl_FrontMaterial.shininess);}
|
||||
|
||||
|
||||
|
||||
if (cloud_shadow_flag == 1)
|
||||
{
|
||||
light_diffuse = light_diffuse * shadow_func(relPos.x, relPos.y, 1.0, dist);
|
||||
}
|
||||
|
||||
vec3 secondary_light = vec3 (0.0,0.0,0.0);
|
||||
|
||||
if (use_searchlight == 1)
|
||||
{
|
||||
secondary_light += searchlight();
|
||||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
|
||||
float shadowmap = getShadowing();
|
||||
vec4 Diffuse = light_diffuse * nDotVP * shadowmap;
|
||||
Diffuse.rgb += secondary_light * light_distance_fading(dist);
|
||||
if (use_IR_vision)
|
||||
{
|
||||
Diffuse.rgb = max(Diffuse.rgb, vec3 (0.5, 0.5, 0.5));
|
||||
}
|
||||
vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf + gl_FrontMaterial.specular * light_ambient * pf1 * shadowmap;
|
||||
Specular+= gl_FrontMaterial.specular * pow(max(0.0,-dot(N,nVertVec)),gl_FrontMaterial.shininess) * vec4(secondary_light,1.0);
|
||||
|
||||
|
||||
//vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
|
||||
vec4 color = Diffuse;// * gl_FrontMaterial.diffuse;
|
||||
|
||||
|
||||
color = clamp( color, 0.0, 1.0 );
|
||||
|
||||
// set ambient adjustment to remove bluiness with user input
|
||||
float ambient_offset = clamp(amb_correction, -1.0, 1.0);
|
||||
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 += ambient;
|
||||
color.a = texel.a * alpha;
|
||||
vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
|
||||
|
||||
fragColor += Specular;
|
||||
|
||||
fragColor.rgb += getClusteredLightsContribution(vertVec, N, texel.rgb);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// BEGIN procedural lightmap
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vec3 pLMColor = streetlight_color;
|
||||
|
||||
float pLMIntensity = smoothstep(0.0, 0.4, roadCoords.s) * (1.0 - smoothstep(0.6, 1.0, roadCoords.s));
|
||||
pLMIntensity = 0.25 * rtype_base_illumination * (1.0+ streetlight_factor) + 0.1 * max(0.0,sin(4.0 * roadCoords.t)) * streetlight_factor;
|
||||
pLMIntensity = clamp(pLMIntensity, 0.0, 1.0);
|
||||
|
||||
if (gl_FrontMaterial.diffuse.r == 0.0) {pLMIntensity =0.0;}
|
||||
|
||||
pLMColor *= pLMIntensity;
|
||||
|
||||
if (road_traffic_enabled == 1)
|
||||
{
|
||||
|
||||
float viewAngleFactor = smoothstep(-0.05, 0.0, cSign * dot(normalize(VBinormal), nVertVec));
|
||||
|
||||
vec3 pCLColor = vec3 (0.95, 1.0, 1.0);
|
||||
vec3 pTLColor = vec3 (0.95, 0.0, 0.0);
|
||||
|
||||
|
||||
// mean illumination by car headlights
|
||||
pLMColor = pLMColor + 0.2 * min(1.0,total_traffic_density) * pCLColor;
|
||||
|
||||
//float pCLIntensity = smoothstep(0.4, 0.6, cTag) * (1.0-smoothstep(0.6, 0.8, cTag));
|
||||
//float laneFact = smoothstep(0.25, 0.3, roadCoords.s) * (1.0-smoothstep(0.3, 0.35, roadCoords.s));
|
||||
//laneFact += smoothstep(0.35, 0.4, roadCoords.s) * (1.0-smoothstep(0.4, 0.45, roadCoords.s));
|
||||
//laneFact += smoothstep(0.65, 0.7, roadCoords.s) * (1.0-smoothstep(0.7, 0.75, roadCoords.s));
|
||||
//laneFact += smoothstep(0.75, 0.8, roadCoords.s) * (1.0-smoothstep(0.8, 0.85, roadCoords.s));
|
||||
//pCLIntensity = pCLIntensity * laneFact * cPresent;
|
||||
|
||||
|
||||
float pCLIntensity, pTLIntensity;
|
||||
if (cSign == -1.0)
|
||||
{
|
||||
pCLIntensity = carMetaTexel.r * cPresent * smoothstep(0.45, 0.55, cTag) * viewAngleFactor ;
|
||||
pCLIntensity += 0.85 * carMetaTexel.b * cPresent * smoothstep(0.45, 0.55, cTag);
|
||||
pTLIntensity = carMetaTexel.r * cPresent * (1.0 - smoothstep(0.45, 0.55, cTag)) * (1.0 - viewAngleFactor);
|
||||
pTLIntensity += 0.85 * carMetaTexel.b * cPresent * (1.0 - smoothstep(0.45, 0.55, cTag));
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
pCLIntensity = carMetaTexel.r * cPresent * (1.0 - smoothstep(0.45, 0.55, cTag)) *viewAngleFactor ;
|
||||
pCLIntensity += 0.85 * carMetaTexel.b * cPresent * (1.0 - smoothstep(0.45, 0.55, cTag));
|
||||
pTLIntensity = carMetaTexel.r * cPresent * smoothstep(0.45, 0.55, cTag) * (1.0 - viewAngleFactor);
|
||||
pTLIntensity += 0.85 * carMetaTexel.b * cPresent * smoothstep(0.45, 0.55, cTag);
|
||||
}
|
||||
|
||||
//pCLColor *= pCLIntensity;
|
||||
|
||||
|
||||
|
||||
//if (cSign == 1.0)
|
||||
// {
|
||||
// pTLIntensity = smoothstep(0.9, 0.94, cTag) * (1.0-smoothstep(0.96, 1.0, cTag));
|
||||
// }
|
||||
//else
|
||||
// {
|
||||
// pTLIntensity = smoothstep(0.0, 0.04, cTag) * (1.0-smoothstep(0.06, 0.1, cTag));
|
||||
// }
|
||||
|
||||
|
||||
|
||||
//pTLIntensity = pTLIntensity * laneFact * cPresent * (1.0 - viewAngleFactor);
|
||||
|
||||
|
||||
pCLColor = pCLColor * pCLIntensity + pTLColor * pTLIntensity;
|
||||
|
||||
|
||||
pLMColor = clamp(pLMColor, 0.0, 1.0);
|
||||
|
||||
pLMColor = max(pLMColor,pCLColor);
|
||||
}
|
||||
|
||||
//fragColor.rgb = max(fragColor.rgb, pLMColor * gl_FrontMaterial.diffuse.rgb * smoothstep(0.0, 1.0, mixedcolor*.5 + pLMColor*.5));
|
||||
|
||||
fragColor.rgb = max(fragColor.rgb, pLMColor * smoothstep(0.0, 1.0, mixedcolor*.5 + pLMColor*.5));
|
||||
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// END procedural 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;
|
||||
float mvisibility = min(visibility, avisibility);
|
||||
|
||||
if (dist > 0.04 * mvisibility)
|
||||
{
|
||||
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,mvisibility) * 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, alt);
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
}
|
||||
else
|
||||
{
|
||||
eqColorFactor = 1.0;
|
||||
transmission = 1.0;
|
||||
}
|
||||
|
||||
/// END fog amount
|
||||
|
||||
/// BEGIN fog color
|
||||
|
||||
vec3 hazeColor = get_hazeColor(fog_lightArg);
|
||||
|
||||
float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
|
||||
float lightIntensity = length(hazeColor * effective_scattering) * rShade;
|
||||
|
||||
if (transmission< 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);
|
||||
hazeColor = clamp(hazeColor, 0.0, 1.0);
|
||||
|
||||
///BEGIN Rayleigh fog ///
|
||||
|
||||
// Rayleigh color shift due to out-scattering
|
||||
float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
|
||||
float outscatter = 1.0-exp(-dist/rayleigh_length);
|
||||
fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
|
||||
|
||||
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
|
||||
float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
|
||||
fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
|
||||
|
||||
/// END Rayleigh fog
|
||||
|
||||
// don't let the light fade out too rapidly
|
||||
lightArg = (terminator + 200000.0)/100000.0;
|
||||
float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
|
||||
vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
|
||||
hazeColor *= eqColorFactor * fog_earthShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
|
||||
fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
|
||||
|
||||
fragColor.rgb = filter_combined(fragColor.rgb);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
}
|
Loading…
Add table
Reference in a new issue