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
+
+
+
+
+
+
+
+
+
+
+ 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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 0
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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_density
+ float
+
+
+
+
+
+
+ road_traffic_variation
+ float
+
+
+
+
+
+
+ road_traffic_direction
+ int
+
+
+
+
+
+
+
+
+ streetlight_color
+ float-vec3
+
+
+
+
+
+
+ streetlight_factor
+ float
+
+
+
+
+
+
+
+
+ grain_texture_enabled
+ int
+
+
+
+
+
+
+ grain_magnification
+ float
+
+
+
+
+
+
+
+ rain_enabled
+ int
+
+
+
+
+
+
+ snowlevel
+ float
+
+
+
+
+ snow_thickness_factor
+ float
+
+
+
+
+
+ amb_correction
+ float
+
+
+
+
+
+
+ hdg
+ float
+
+
+
+
+
+
+ pitch
+ float
+
+
+
+
+
+
+ roll
+ float
+
+
+
+
+
+
+
+ visibility
+ float
+
+
+
+
+
+ avisibility
+ float
+
+
+
+
+
+ hazeLayerAltitude
+ float
+
+
+
+
+
+ scattering
+ float
+
+
+
+
+
+ terminator
+ float
+
+
+
+
+
+ ground_scattering
+ float
+
+
+
+
+
+ terminator
+ float
+
+
+
+
+
+ terrain_alt
+ float
+
+
+
+
+
+ overcast
+ float
+
+
+
+
+
+ eye_alt
+ float
+
+
+
+
+
+ cloud_self_shading
+ float
+
+
+
+ moonlight
+ float
+
+
+
+ air_pollution
+ float
+
+
+
+ rain_norm
+ float
+
+
+
+ wetness
+ float
+
+
+
+ view_pitch_offset
+ float
+
+
+
+ view_heading_offset
+ float
+
+
+
+ field_of_view
+ float
+
+
+
+ landing_light1_offset
+ float
+
+
+
+ landing_light2_offset
+ float
+
+
+
+ landing_light3_offset
+ float
+
+
+
+ gamma
+ float
+
+
+
+ brightness
+ float
+
+
+
+ use_filtering
+ bool
+
+
+
+ use_night_vision
+ bool
+
+
+
+ use_IR_vision
+ bool
+
+
+
+ delta_T
+ float
+
+
+
+ fact_grey
+ float
+
+
+
+ fact_black
+ float
+
+
+
+
+
+ cloudpos1_x
+ float
+
+
+
+ cloudpos1_y
+ float
+
+
+
+ cloudpos2_x
+ float
+
+
+
+ cloudpos2_y
+ float
+
+
+
+ cloudpos3_x
+ float
+
+
+
+ cloudpos3_y
+ float
+
+
+
+ cloudpos4_x
+ float
+
+
+
+ cloudpos4_y
+ float
+
+
+
+ cloudpos5_x
+ float
+
+
+
+ cloudpos5_y
+ float
+
+
+
+ cloudpos6_x
+ float
+
+
+
+ cloudpos6_y
+ float
+
+
+
+ cloudpos7_x
+ float
+
+
+
+ cloudpos7_y
+ float
+
+
+
+ cloudpos8_x
+ float
+
+
+
+ cloudpos8_y
+ float
+
+
+
+ cloudpos9_x
+ float
+
+
+
+ cloudpos9_y
+ float
+
+
+
+ cloudpos10_x
+ float
+
+
+
+ cloudpos10_y
+ float
+
+
+
+ cloudpos11_x
+ float
+
+
+
+ cloudpos11_y
+ float
+
+
+
+ cloudpos12_x
+ float
+
+
+
+ cloudpos12_y
+ float
+
+
+
+ cloudpos13_x
+ float
+
+
+
+ cloudpos13_y
+ float
+
+
+
+ cloudpos14_x
+ float
+
+
+
+ cloudpos14_y
+ float
+
+
+
+ cloudpos15_x
+ float
+
+
+
+ cloudpos15_y
+ float
+
+
+
+ cloudpos16_x
+ float
+
+
+
+ cloudpos16_y
+ float
+
+
+
+ cloudpos17_x
+ float
+
+
+
+ cloudpos17_y
+ float
+
+
+
+ cloudpos18_x
+ float
+
+
+
+ cloudpos18_y
+ float
+
+
+
+ cloudpos19_x
+ float
+
+
+
+ cloudpos19_y
+ float
+
+
+
+ cloudpos20_x
+ float
+
+
+
+ cloudpos20_y
+ float
+
+
+
+ cloud_shadow_flag
+ int
+
+
+
+ use_searchlight
+ int
+
+
+
+ use_landing_light
+ int
+
+
+
+ use_alt_landing_light
+ int
+
+
+
+ display_xsize
+ int
+
+
+
+ display_ysize
+ int
+
+
+
+
+
+ shadow_tex
+ sampler-2d
+ 10
+
+
+ shadows_enabled
+ bool
+
+
+
+
+
+ sun_atlas_size
+ int
+
+
+
+
+
+
+
+
+
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;
+
+ }