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Add persistent contrail Shaders/contrail.frag Shaders/contrail.vert

Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
Vivian Meazza 2010-08-01 22:54:35 +01:00
parent 81cc66e6f9
commit b4f226c092
2 changed files with 114 additions and 0 deletions

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Shaders/contrail.frag Normal file
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uniform sampler2D baseTexture;
varying float fogFactor;
varying float distanceFactor;
varying vec2 texCoord;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
vec4 finalColor = base * gl_Color;
gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor);
gl_FragColor.a = mix(0.0, finalColor.a, distanceFactor);
}

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Shaders/contrail.vert Normal file
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// -*-C++-*-
#version 120
varying float fogFactor;
varying float distanceFactor;
uniform sampler3D Noise;
uniform float scale_x;
uniform float scale_y;
uniform float scale_z;
uniform float offset_x;
uniform float offset_y;
uniform float offset_z;
uniform float fade_max;
uniform float fade_min;
void main(void)
{
vec4 rawpos = gl_Vertex;
float shade = 0.9;
float cloud_height = 30000.0;
// map noise vectors
vec4 noisevec = texture3D(Noise, rawpos.xyz);
float noise0 = (noisevec.r * 2) - 1;
float noise1 =(noisevec.g * 2) - 1;
vec2 noise2 = noisevec.xy;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
//gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
vec3 u = normalize(ep.xyz - l.xyz);
// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
// the columns of that matrix.
vec3 absu = abs(u);
vec3 r = normalize(vec3(-u.y, u.x, 0));
vec3 w = cross(u, r);
// Do the matrix multiplication by [ u r w pos]. Scale
// the x component first
gl_Position = vec4(gl_Vertex.x * scale_x, 0.0, 0.0, 1.0);
gl_Position.xyz += gl_Vertex.x * u;
gl_Position.xyz += gl_Vertex.y * r * scale_y;
gl_Position.xyz += gl_Vertex.z * w * scale_z;
// Adjust the position post-rotation and scaling
gl_Position.yz -= 3/2;
// Offset in y and z directions using a random noise factor
float offset_Y = (noise0 * offset_y) + offset_y/2;
float offset_Z = (noise0 * offset_z) + offset_z/2;
distanceFactor = 1.0 - clamp(abs(noise0), fade_min, fade_max);
// distanceFactor = 0.5;
gl_Position.y += offset_Y;
gl_Position.z += offset_Z;
gl_Position.xyz += gl_Color.xyz;
// Determine a lighting normal based on the vertex position from the
// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
float n = dot(normalize(-gl_LightSource[0].position.xyz),
normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;
// Determine the position - used for fog and shading calculations
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
float fogCoord = abs(ecPosition.z);
float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
// Final position of the sprite
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
// Calculate the total offset distance in the yx plane, normalised
/*float distance = normalize(sqrt(pow(gl_Position.y, 2) + pow(gl_Position.z, 2)));
distanceFactor = 1.0 - clamp(distance, 0.5, 1.0);*/
// Determine the shading of the sprite based on its vertical position and position relative to the sun.
n = min(smoothstep(-0.5, 0.0, n), fract);
// Determine the shading based on a mixture from the backlight to the front
vec4 backlight = gl_LightSource[0].diffuse * shade;
gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1 - smoothstep(30000.0, 40000.0, fogCoord));
gl_BackColor = gl_FrontColor;
// Fog doesn't affect clouds as much as other objects.
fogFactor = exp( -gl_Fog.density * fogCoord);
fogFactor = clamp(fogFactor, 0.0, 1.0);
}