ALS: Fade rendering of impostor clouds out explicitly in poor visibility
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2 changed files with 15 additions and 23 deletions
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@ -10,6 +10,7 @@
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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<moonlight><use>/environment/moonlight</use></moonlight>
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<moonlight><use>/environment/moonlight</use></moonlight>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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<visibility><use>/environment/visibility-m</use></visibility>
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<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
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<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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@ -103,11 +104,16 @@
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<type>float</type>
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<type>float</type>
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<value><use>moonlight</use></value>
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<value><use>moonlight</use></value>
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</uniform>
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</uniform>
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<uniform>
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<uniform>
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<name>air_pollution</name>
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<name>air_pollution</name>
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<type>float</type>
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<type>float</type>
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<value><use>air_pollution</use></value>
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<value><use>air_pollution</use></value>
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</uniform>
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</uniform>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<uniform>
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<name>gamma</name>
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<name>gamma</name>
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<type>float</type>
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<type>float</type>
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@ -10,6 +10,7 @@ uniform float cloud_self_shading;
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uniform float moonlight;
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uniform float moonlight;
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uniform float air_pollution;
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uniform float air_pollution;
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uniform float range;
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uniform float range;
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uniform float visibility;
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const float shade = 1.0;
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const float shade = 1.0;
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const float cloud_height = 1000.0;
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const float cloud_height = 1000.0;
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@ -85,17 +86,13 @@ void main(void)
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light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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light_diffuse.a = 1.0;
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light_diffuse.a = 1.0;
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//float light_intensity = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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//vec4 light_diffuse = vec4 (0.57, 0.57, 0.9, 1.0);
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//light_diffuse.rgb = light_intensity * light_diffuse.rgb;
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// two times terminator width governs how quickly light fades into shadow
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// two times terminator width governs how quickly light fades into shadow
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float terminator_width = 200000.0;
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float terminator_width = 200000.0;
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float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
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float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
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//float intensity = length(light_diffuse.rgb);
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float intensity = (1.0 - (0.8 * (1.0 - earthShade))) * length(light_diffuse.rgb);
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float intensity = (1.0 - (0.8 * (1.0 - earthShade))) * length(light_diffuse.rgb);
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//light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading ))));
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading ))));
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading ))));
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if (earthShade < 0.6)
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if (earthShade < 0.6)
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{
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{
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@ -103,23 +100,19 @@ void main(void)
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.6,earthShade ) ));
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.6,earthShade ) ));
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}
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}
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// Determine the shading of the sprite based on its vertical position and position relative to the sun.
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// n = min(smoothstep(-0.5, 0.0, n), fract);
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// Determine the shading based on a mixture from the backlight to the front
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//vec4 backlight = light_diffuse * shade;
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gl_FrontColor = light_diffuse;//mix(backlight, light_diffuse, n);
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//gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
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gl_FrontColor = light_diffuse;
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// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
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// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
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gl_FrontColor.a = min(smoothstep(100.0, 250.0, fogCoord), 1.0 - smoothstep(0.9 * range, range, fogCoord));
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gl_FrontColor.a = min(smoothstep(100.0, 250.0, fogCoord), 1.0 - smoothstep(0.9 * range, range, fogCoord));
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// During the day, noctilucent clouds are invisible
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//gl_FrontColor.a = gl_FrontColor.a * (1.0 - smoothstep(3.0,5.0,lightArg));
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gl_FrontColor.a = gl_FrontColor.a * (1.0 - smoothstep(visibility, 3.0* visibility, fogCoord));
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// Fog doesn't affect rain as much as other objects.
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// Fog doesn't affect rain as much as other objects.
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//fogFactor = exp( -gl_Fog.density * fogCoord * 0.4);
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//fogFactor = clamp(fogFactor, 0.0, 1.0);
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float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0);
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float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0);
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if (fadeScale < 0.05) fadeScale = 0.05;
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if (fadeScale < 0.05) fadeScale = 0.05;
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@ -129,16 +122,9 @@ float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0);
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hazeColor.r = hazeColor.r * 0.83;
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hazeColor.r = hazeColor.r * 0.83;
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hazeColor.g = hazeColor.g * 0.9;
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hazeColor.g = hazeColor.g * 0.9;
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// in sunset or sunrise conditions, do extra shading of clouds
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//hazeColor = hazeColor * earthShade;
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//gl_FrontColor.rgb = gl_FrontColor.rgb * earthShade;
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gl_FrontColor.rgb = gl_FrontColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
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gl_FrontColor.rgb = gl_FrontColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
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hazeColor.rgb = hazeColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
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hazeColor.rgb = hazeColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
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gl_BackColor = gl_FrontColor;
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gl_BackColor = gl_FrontColor;
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