Fix low angle odd colors for Earthview
This commit is contained in:
parent
98f25e6579
commit
bc184f21de
4 changed files with 40 additions and 9 deletions
|
@ -112,6 +112,7 @@
|
|||
<program>
|
||||
<vertex-shader>Shaders/planet.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/planet-cloudlayer.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/noise.frag</fragment-shader>
|
||||
</program>
|
||||
|
||||
<uniform>
|
||||
|
|
|
@ -118,6 +118,7 @@
|
|||
<program>
|
||||
<vertex-shader>Shaders/planet.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/planet.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/noise.frag</fragment-shader>
|
||||
<attribute>
|
||||
<name>tangent</name>
|
||||
<index>6</index>
|
||||
|
|
|
@ -13,7 +13,7 @@ uniform bool use_overlay;
|
|||
uniform sampler2D texture;
|
||||
uniform sampler2D structure_texture;
|
||||
|
||||
|
||||
float Noise2D(in vec2 coord, in float wavelength);
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
|
@ -64,7 +64,20 @@ void main()
|
|||
color = clamp(color, 0.0, 1.0);
|
||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
structureTexel = texture2D(structure_texture, 20.0 * gl_TexCoord[0].st);
|
||||
if (use_overlay) {texel = vec4(structureTexel.rgb, texel.a * structureTexel.a);}
|
||||
|
||||
float noise = Noise2D( gl_TexCoord[0].st, 0.01);
|
||||
noise += Noise2D( gl_TexCoord[0].st, 0.005);
|
||||
noise += Noise2D( gl_TexCoord[0].st, 0.002);
|
||||
|
||||
//vec4 noiseTexel = vec4 (1.0,1.0,1.0, smoothstep(0.3,1.2,noise) * texel.a);
|
||||
vec4 noiseTexel = vec4 (1.0,1.0,1.0, 0.5* noise * texel.a);
|
||||
structureTexel = mix(structureTexel, noiseTexel,noiseTexel.a);
|
||||
|
||||
|
||||
if (use_overlay)
|
||||
{
|
||||
texel = vec4(structureTexel.rgb, texel.a * structureTexel.a);
|
||||
}
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
|
|
|
@ -16,7 +16,7 @@ uniform sampler2D texture;
|
|||
uniform sampler2D shadowtex;
|
||||
uniform sampler2D grain_texture;
|
||||
|
||||
|
||||
float Noise2D(in vec2 coord, in float wavelength);
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
|
@ -56,7 +56,11 @@ void main()
|
|||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
grainTexel = texture2D(grain_texture, gl_TexCoord[0].st * 40.0);
|
||||
|
||||
float noise = Noise2D( gl_TexCoord[0].st, 0.00005);
|
||||
noise += Noise2D( gl_TexCoord[0].st, 0.0002);
|
||||
noise += Noise2D( gl_TexCoord[0].st, 0.0001);
|
||||
|
||||
noise= noise/3.0;
|
||||
|
||||
|
||||
vec3 light_specular = vec3 (1.0, 1.0, 1.0);
|
||||
|
@ -74,7 +78,17 @@ void main()
|
|||
float oceanness = smoothstep(0.0, 0.1,length(texel.rgb - vec3 (0.007,0.019, 0.078)));
|
||||
float specular_enhancement = 4.0 * (1.0 - oceanness);
|
||||
|
||||
if (use_overlay) {texel.rgb = mix(texel.rgb, grainTexel.rgb, 0.4* grainTexel.a * oceanness);}
|
||||
if (use_overlay) {
|
||||
//texel.rgb = mix(texel.rgb, grainTexel.rgb, 0.4* grainTexel.a * oceanness);
|
||||
texel.rgb = texel.rgb * (0.85 + 0.3 * noise);
|
||||
texel.r = smoothstep(0.0, 0.95, texel.r);
|
||||
texel.g = smoothstep(0.0, 0.95, texel.g);
|
||||
texel.b = smoothstep(0.0, 0.95, texel.b);
|
||||
float intensity = length(texel.rgb);
|
||||
texel.rgb = mix(texel.rgb, intensity * vec3 (1.0,1.0,1.0), 0.3);
|
||||
}
|
||||
|
||||
//texel.rgb = vec3 (0.5,0.5,0.5);
|
||||
|
||||
if (NdotL > 0.0) {
|
||||
color += diffuse_term * NdotL * (1.0-shadowTexel.a);
|
||||
|
@ -95,13 +109,15 @@ void main()
|
|||
//fragColor = mix(fragColor, shadowTexel, shadowTexel.a);
|
||||
|
||||
float angle = dot(normalize(ecViewDir), normalize(normal));
|
||||
float distance_through_atmosphere = 10.0 / ((angle)+0.001);
|
||||
float distance_through_atmosphere = min(10.0 / (abs(angle)+0.001),500.0);
|
||||
|
||||
vec4 fogColor = vec4 (0.83,0.9,1.0,1.0) * clamp(length(diffuse_term.rgb/1.73 * clamp(NdotL,0.01, 0.99)),0.0,1.0);
|
||||
//float visibility = 80.0;
|
||||
|
||||
float fogFactor = exp(-distance_through_atmosphere/(visibility/1000.0));
|
||||
|
||||
|
||||
fragColor = mix(fogColor, fragColor, fogFactor);
|
||||
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue