diff --git a/Effects/ws30-road-high.eff b/Effects/ws30-road-high.eff index 7bb73f0af..b2ebc7f6d 100644 --- a/Effects/ws30-road-high.eff +++ b/Effects/ws30-road-high.eff @@ -1,20 +1,9 @@ Effects/ws30-road-high - Effects/terrain-default + Effects/ws30-road 1.2 3.0 - - - - - - 2.0 - 1.0 - - - - diff --git a/Effects/ws30-road-mid.eff b/Effects/ws30-road-mid.eff index fd674458d..5bf054231 100644 --- a/Effects/ws30-road-mid.eff +++ b/Effects/ws30-road-mid.eff @@ -1,20 +1,9 @@ Effects/ws30-road-mid - Effects/terrain-default + Effects/ws30-road 0.8 0.25 - - - - - - 2.0 - 1.0 - - - - diff --git a/Effects/ws30-road.eff b/Effects/ws30-road.eff new file mode 100644 index 000000000..81e235fb0 --- /dev/null +++ b/Effects/ws30-road.eff @@ -0,0 +1,813 @@ + + + Effects/ws30-road + Effects/terrain-default + + + + 0.2 .2 0.2 1.0 + + + .8 .8 .8 1.0 + + + 0.0 0.0 0.0 1.0 + + + 0.0 0.0 0.0 1.0 + + 1.2 + diffuse + + + + Textures/osm2city/roads_LM.png + 2d + linear-mipmap-linear + repeat + repeat + normalized + + + Textures/Cars/cars.png + 2d + linear-mipmap-linear + repeat + repeat + normalized + + + Textures/Cars/cars-metadata.png + 2d + linear-mipmap-linear + repeat + repeat + normalized + + 0 + 50 + 1 + 0 + 0.941 0.682 0.086 + /environment/snow-level-m + /environment/surface/snow-thickness-factor + /sim/rendering/osm/road-traffic-enabled + /sim/rendering/osm/road-traffic-density + /sim/rendering/osm/road-traffic-direction + /sim/rendering/osm/road-traffic-daily-variation + /environment/lightmap-factor + + + + 6 + 7 + + + + + + /sim/rendering/shaders/skydome + /sim/rendering/shaders/model + + + 2.0 + + + + GL_ARB_shader_objects + GL_ARB_shading_language_100 + GL_ARB_vertex_shader + GL_ARB_fragment_shader + + + + + + true + + + material/active + + + material/ambient + + + material/diffuse + + + material/specular + + + material/emissive + + + material/shininess + + + material/color-mode + + + + + blend/active + + + blend/source + + + blend/destination + + + + shade-model + + + cull-face + + + rendering-hint + + + transparent + + + transparent + + + + render-bin/bin-number + + + render-bin/bin-name + + + + + 0 + + texture[0]/image + + + texture[0]/type + + + texture[0]/filter + + + texture[0]/wrap-s + + + texture[0]/wrap-t + + + texture[0]/internal-format + + + + + 1 + + texture[9]/image + + + texture[9]/type + + + texture[9]/filter + + + texture[9]/wrap-s + + + texture[9]/wrap-t + + + texture[9]/internal-format + + + + + + 3 + + texture[8]/image + + + texture[8]/type + + + texture[8]/filter + + + texture[8]/wrap-s + + + texture[8]/wrap-t + + + texture[8]/internal-format + + + + + vertex-program-two-side + + + + Shaders/ws30-ALS-ultra.vert + Shaders/filters-ALS.vert + Shaders/shadows-include.vert + Shaders/road-ALS-ultra.frag + Shaders/cloud-shadowfunc.frag + Shaders/hazes.frag + Shaders/secondary_lights.frag + Shaders/noise.frag + Shaders/filters-ALS.frag + Shaders/shadows-include.frag + Shaders/clustered-include.frag + + tangent + 6 + + + binormal + 7 + + + orthophotoTexCoord + 14 + + + + + + BaseTex + sampler-2d + 0 + + + + CarMetaTex + sampler-2d + 1 + + + + NormalTex + sampler-2d + 2 + + + + CarTex + sampler-2d + 3 + + + + + road_traffic_enabled + int + + road-traffic-enabled + + + + + road_traffic_density + float + + road-traffic-density + + + + + road_traffic_variation + float + + road-traffic-variation + + + + + road_traffic_direction + int + + road-traffic-direction + + + + + + + streetlight_color + float-vec3 + + lightmap-color + + + + + streetlight_factor + float + + road-light-factor + + + + + + + grain_texture_enabled + int + + grain-texture-enabled + + + + + grain_magnification + float + + grain-magnification + + + + + + rain_enabled + int + + rain-enabled + + + + + snowlevel + float + snow_level + + + + snow_thickness_factor + float + snow_thickness_factor + + + + + amb_correction + float + + ambient-correction + + + + + hdg + float + + model-hdg + + + + + pitch + float + + model-pitch + + + + + roll + float + + model-roll + + + + + + visibility + float + + visibility + + + + avisibility + float + + avisibility + + + + hazeLayerAltitude + float + + lthickness + + + + scattering + float + + scattering + + + + terminator + float + + terminator + + + + ground_scattering + float + + ground_scattering + + + + terminator + float + + terminator + + + + terrain_alt + float + + terrain_alt + + + + overcast + float + + overcast + + + + eye_alt + float + + eye_alt + + + + cloud_self_shading + float + cloud_self_shading + + + moonlight + float + moonlight + + + air_pollution + float + air_pollution + + + rain_norm + float + rnorm + + + wetness + float + wetness + + + view_pitch_offset + float + view_pitch_offset + + + view_heading_offset + float + view_heading_offset + + + field_of_view + float + view_fov + + + landing_light1_offset + float + landing_light1_offset + + + landing_light2_offset + float + landing_light2_offset + + + landing_light3_offset + float + landing_light3_offset + + + gamma + float + gamma + + + brightness + float + brightness + + + use_filtering + bool + use_filtering + + + use_night_vision + bool + use_night_vision + + + use_IR_vision + bool + use_IR_vision + + + delta_T + float + delta_T + + + fact_grey + float + fact_grey + + + fact_black + float + fact_black + + + + + cloudpos1_x + float + cloudpos1_x + + + cloudpos1_y + float + cloudpos1_y + + + cloudpos2_x + float + cloudpos2_x + + + cloudpos2_y + float + cloudpos2_y + + + cloudpos3_x + float + cloudpos3_x + + + cloudpos3_y + float + cloudpos3_y + + + cloudpos4_x + float + cloudpos4_x + + + cloudpos4_y + float + cloudpos4_y + + + cloudpos5_x + float + cloudpos5_x + + + cloudpos5_y + float + cloudpos5_y + + + cloudpos6_x + float + cloudpos6_x + + + cloudpos6_y + float + cloudpos6_y + + + cloudpos7_x + float + cloudpos7_x + + + cloudpos7_y + float + cloudpos7_y + + + cloudpos8_x + float + cloudpos8_x + + + cloudpos8_y + float + cloudpos8_y + + + cloudpos9_x + float + cloudpos9_x + + + cloudpos9_y + float + cloudpos9_y + + + cloudpos10_x + float + cloudpos10_x + + + cloudpos10_y + float + cloudpos10_y + + + cloudpos11_x + float + cloudpos11_x + + + cloudpos11_y + float + cloudpos11_y + + + cloudpos12_x + float + cloudpos12_x + + + cloudpos12_y + float + cloudpos12_y + + + cloudpos13_x + float + cloudpos13_x + + + cloudpos13_y + float + cloudpos13_y + + + cloudpos14_x + float + cloudpos14_x + + + cloudpos14_y + float + cloudpos14_y + + + cloudpos15_x + float + cloudpos15_x + + + cloudpos15_y + float + cloudpos15_y + + + cloudpos16_x + float + cloudpos16_x + + + cloudpos16_y + float + cloudpos16_y + + + cloudpos17_x + float + cloudpos17_x + + + cloudpos17_y + float + cloudpos17_y + + + cloudpos18_x + float + cloudpos18_x + + + cloudpos18_y + float + cloudpos18_y + + + cloudpos19_x + float + cloudpos19_x + + + cloudpos19_y + float + cloudpos19_y + + + cloudpos20_x + float + cloudpos20_x + + + cloudpos20_y + float + cloudpos20_y + + + cloud_shadow_flag + int + cloud_shadow_flag + + + use_searchlight + int + use_searchlight + + + use_landing_light + int + use_landing_light + + + use_alt_landing_light + int + use_alt_landing_light + + + display_xsize + int + display_xsize + + + display_ysize + int + display_ysize + + + + + shadow_tex + sampler-2d + 10 + + + shadows_enabled + bool + + shadows_enabled + + + + sun_atlas_size + int + + sun_atlas_size + + + + + + + diff --git a/Shaders/ws30-ALS-ultra.vert b/Shaders/ws30-ALS-ultra.vert index 2f5361c12..5e9f7bd8a 100644 --- a/Shaders/ws30-ALS-ultra.vert +++ b/Shaders/ws30-ALS-ultra.vert @@ -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 diff --git a/Shaders/ws30-road-ALS-ultra.frag b/Shaders/ws30-road-ALS-ultra.frag new file mode 100644 index 000000000..a6aa41224 --- /dev/null +++ b/Shaders/ws30-road-ALS-ultra.frag @@ -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; + + }