diff --git a/Effects/ws30.eff b/Effects/ws30.eff
index 660136316..c5615c7dd 100644
--- a/Effects/ws30.eff
+++ b/Effects/ws30.eff
@@ -19,45 +19,7 @@
1.2
-
- Textures/Terrain/city1.png
- 2d
- linear-mipmap-linear
-
- repeat
- repeat
-
-
- normalized
-
-
- Textures/Terrain/forest.png
- 2d
- linear-mipmap-linear
-
- repeat
- repeat
-
-
- normalized
-
-
- Textures/Terrain/water.png
- 2d
- linear-mipmap-linear
-
- repeat
- repeat
-
-
- normalized
-
+
Textures/Terrain/snow3.png
2d
@@ -199,6 +161,11 @@
+
@@ -584,7 +551,7 @@
- Shaders/generic-ALS-base.vert
+ Shaders/ws30.vert
Shaders/shadows-include.vert
Shaders/ws30.frag
Shaders/hazes.frag
@@ -758,18 +725,18 @@
1
- city
- sampler-2d
+ dimensionsArray
+ sampler-1d
2
- forest
- sampler-2d
+ diffuseArray
+ sampler-1d
3
- water
- sampler-2d
+ specularArray
+ sampler-1d
4
diff --git a/Shaders/ws30.frag b/Shaders/ws30.frag
index bd04e3837..6c4195a48 100644
--- a/Shaders/ws30.frag
+++ b/Shaders/ws30.frag
@@ -10,13 +10,11 @@ varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
-
uniform sampler2D landclass;
uniform sampler2DArray atlas;
-//uniform sampler2D city;
-//uniform sampler2D forest;
-//uniform sampler2D water;
-
+uniform sampler1D dimensionsArray;
+uniform sampler1D diffuseArray;
+uniform sampler1D specularArray;
varying float yprime_alt;
varying float mie_angle;
@@ -59,17 +57,26 @@ float luminance(vec3 color)
void main()
{
+ // The Landclass for this particular fragment. This can be used to
+ // index into the atlas textures.
+ int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
+
+
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
- vec4 color = gl_Color;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 texel;
vec4 fragColor;
vec4 specular = vec4(0.0);
float intensity;
+ float mat_index = float(lc)/512.0;
+ float mat_shininess = texture(dimensionsArray, mat_index).z;
+ vec4 mat_diffuse = texture(diffuseArray, mat_index);
+ vec4 mat_specular = texture(specularArray, mat_index);
+ vec4 color = mat_diffuse;
float effective_scattering = min(scattering, cloud_self_shading);
@@ -81,13 +88,14 @@ void main()
n = (2.0 * gl_Color.a - 1.0) * normal;
n = normalize(n);
+
NdotL = dot(n, lightDir);
if (NdotL > 0.0) {
float shadowmap = getShadowing();
color += diffuse_term * NdotL * shadowmap;
NdotHV = max(dot(n, halfVector), 0.0);
- if (gl_FrontMaterial.shininess > 0.0)
- specular.rgb = (gl_FrontMaterial.specular.rgb
+ if (mat_shininess > 0.0)
+ specular.rgb = (mat_specular.rgb
* light_specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess)
* shadowmap);
@@ -98,13 +106,13 @@ void main()
// is closer to what the OpenGL fixed function pipeline does.
color = clamp(color, 0.0, 1.0);
- int lc = int(texture2D(landclass, gl_TexCoord[0].st).b * 255.0 + 0.5);
- //vec2 st = mod(gl_TexCoord[0].st, 0.125); // mod to 1/8 of the space
- //st.s = st.s + 0.125 * mod(lc, 8);
- //st.y = st.y + 0.125 * int(lc/8);
- texel = texture(atlas, vec3(gl_TexCoord[0].st, lc));
- //texel = texture2D(texture, gl_TexCoord[0].st);
+ // Different textures have different have different dimensions.
+ // Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
+ vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
+ vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
+ texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc));
+
fragColor = color * texel + specular;
// here comes the terrain haze model
diff --git a/Shaders/ws30.vert b/Shaders/ws30.vert
new file mode 100644
index 000000000..e3091b5ff
--- /dev/null
+++ b/Shaders/ws30.vert
@@ -0,0 +1,233 @@
+// WS30 VERTEX SHADER
+// -*-C++-*-
+#version 120
+
+// Shader that uses OpenGL state values to do per-pixel lighting
+//
+// The only light used is gl_LightSource[0], which is assumed to be
+// directional.
+//
+// Colors are not assigned in this shader, as they will come from
+// the landclass lookup in the fragment shader.
+// Haze part added by Thorsten Renk, Oct. 2011
+
+
+#define MODE_OFF 0
+#define MODE_DIFFUSE 1
+#define MODE_AMBIENT_AND_DIFFUSE 2
+
+attribute vec2 orthophotoTexCoord;
+
+// The constant term of the lighting equation that doesn't depend on
+// the surface normal is passed in gl_{Front,Back}Color. The alpha
+// component is set to 1 for front, 0 for back in order to work around
+// bugs with gl_FrontFacing in the fragment shader.
+varying vec4 diffuse_term;
+varying vec3 normal;
+varying vec3 relPos;
+varying vec2 orthoTexCoord;
+
+varying float yprime_alt;
+varying float mie_angle;
+
+uniform int colorMode;
+uniform float hazeLayerAltitude;
+uniform float terminator;
+uniform float terrain_alt;
+uniform float avisibility;
+uniform float visibility;
+uniform float overcast;
+uniform float ground_scattering;
+uniform float moonlight;
+
+void setupShadows(vec4 eyeSpacePos);
+
+// This is the value used in the skydome scattering shader - use the same here for consistency?
+const float EarthRadius = 5800000.0;
+const float terminator_width = 200000.0;
+
+
+float earthShade;
+
+float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
+{
+//x = x - 0.5;
+
+// use the asymptotics to shorten computations
+if (x < -15.0) {return 0.0;}
+
+return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
+}
+
+
+void main()
+{
+
+ vec4 light_diffuse;
+ vec4 light_ambient;
+ vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
+ vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
+
+
+ //float yprime_alt;
+ float yprime;
+ float lightArg;
+ float intensity;
+ float vertex_alt;
+ float scattering;
+
+// this code is copied from default.vert
+
+ //vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ orthoTexCoord = orthophotoTexCoord;
+ normal = gl_NormalMatrix * gl_Normal;
+
+ // here start computations for the haze layer
+ // we need several geometrical quantities
+
+ // first current altitude of eye position in model space
+ vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
+
+ // and relative position to vector
+ relPos = gl_Vertex.xyz - ep.xyz;
+
+ // unfortunately, we need the distance in the vertex shader, although the more accurate version
+ // is later computed in the fragment shader again
+ float dist = length(relPos);
+
+ // altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
+ vertex_alt = max(gl_Vertex.z,100.0);
+ scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
+
+
+ // branch dependent on daytime
+
+if (terminator < 1000000.0) // the full, sunrise and sunset computation
+{
+
+
+ // establish coordinates relative to sun position
+
+ vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
+ vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
+
+
+
+ // yprime is the distance of the vertex into sun direction
+ yprime = -dot(relPos, lightHorizon);
+
+ // this gets an altitude correction, higher terrain gets to see the sun earlier
+ yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
+
+ // two times terminator width governs how quickly light fades into shadow
+ // now the light-dimming factor
+ earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
+
+ // parametrized version of the Flightgear ground lighting function
+ lightArg = (terminator-yprime_alt)/100000.0;
+
+ // directional scattering for low sun
+ if (lightArg < 10.0)
+ {mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
+ else
+ {mie_angle = 1.0;}
+
+
+
+
+ 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 * 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;
+
+
+
+
+// correct ambient light intensity and hue before sunrise
+if (earthShade < 0.5)
+ {
+ //light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
+ intensity = length(light_ambient.xyz);
+
+ light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
+ light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
+
+ intensity = length(light_diffuse.xyz);
+ light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
+ }
+
+
+// the haze gets the light at the altitude of the haze top if the vertex in view is below
+// but the light at the vertex if the vertex is above
+
+vertex_alt = max(vertex_alt,hazeLayerAltitude);
+
+if (vertex_alt > hazeLayerAltitude)
+ {
+ if (dist > 0.8 * avisibility)
+ {
+ vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
+ yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
+ }
+ }
+else
+ {
+ vertex_alt = hazeLayerAltitude;
+ yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
+ }
+
+}
+else // the faster, full-day version without lightfields
+{
+ //vertex_alt = max(gl_Vertex.z,100.0);
+
+ earthShade = 1.0;
+ mie_angle = 1.0;
+
+ if (terminator > 3000000.0)
+ {light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0);
+ light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
+ else
+ {
+
+ lightArg = (terminator/100000.0 - 10.0)/20.0;
+ light_diffuse.b = 0.78 + lightArg * 0.21;
+ light_diffuse.g = 0.907 + lightArg * 0.091;
+ light_diffuse.r = 0.904 + lightArg * 0.092;
+ light_diffuse.a = 1.0;
+
+ light_ambient.r = 0.316 + lightArg * 0.016;
+ 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;
+ }
+
+ light_diffuse = light_diffuse * scattering;
+ yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
+}
+
+
+// default lighting based on texture and material using the light we have just computed
+
+ diffuse_term = light_diffuse;
+ vec4 constant_term = (gl_LightModel.ambient + light_ambient);
+ // Another hack for supporting two-sided lighting without using
+ // gl_FrontFacing in the fragment shader.
+ gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
+ gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
+
+ setupShadows(gl_ModelViewMatrix * gl_Vertex);
+}
+
+
+
+