No code change - Improve readability by reindenting files
This commit is contained in:
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89928f8350
commit
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2 changed files with 748 additions and 879 deletions
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@ -76,8 +76,7 @@
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</parameters>
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<!-- put techniques at a "high" index to allow derived effects to
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insert their own techniques first. -->
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<technique n="4">
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<technique n="4">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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@ -128,9 +127,7 @@
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>-->
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<program>
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<!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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@ -145,7 +142,6 @@
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>-->
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<color-mask type="vec4d">0 0 0 0</color-mask>
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</pass>
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<pass>
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@ -176,9 +172,7 @@
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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@ -190,9 +184,7 @@
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<filter><use>texture[12]/filter</use></filter>
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<wrap-s><use>texture[12]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[12]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[12]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[12]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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@ -200,9 +192,7 @@
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<filter><use>texture[10]/filter</use></filter>
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<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[10]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[10]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>7</unit>
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@ -210,9 +200,7 @@
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<filter><use>texture[11]/filter</use></filter>
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<wrap-s><use>texture[11]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[11]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[11]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[11]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/terrain-haze-detailed.vert</vertex-shader>
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@ -266,32 +254,32 @@
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<uniform>
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<name>mysnowlevel</name>
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<type>float</type>
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<value> <use>mysnow_level</use></value>
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<value><use>mysnow_level</use></value>
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</uniform>
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<uniform>
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<name>dust_cover_factor</name>
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<type>float</type>
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<value> <use>dust_cover_factor</use></value>
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<value><use>dust_cover_factor</use></value>
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</uniform>
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<uniform>
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<name>wetness</name>
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<type>float</type>
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<value> <use>wetness</use></value>
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<value><use>wetness</use></value>
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</uniform>
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<uniform>
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<name>fogstructure</name>
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<type>float</type>
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<value> <use>fogstructure</use></value>
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<value><use>fogstructure</use></value>
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</uniform>
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<uniform>
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<name>quality_level</name>
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<type>int</type>
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<value> <use>quality_level</use></value>
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<value><use>quality_level</use></value>
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</uniform>
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<uniform>
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<name>tquality_level</name>
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<type>int</type>
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<value> <use>tquality_level</use></value>
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<value><use>tquality_level</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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@ -321,7 +309,8 @@
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
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<value>2</value>
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<!-- AMBIENT_AND_DIFFUSE -->
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</uniform>
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<depth>
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<function>lequal</function>
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@ -329,9 +318,7 @@
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</depth>
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</pass>
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</technique>
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<technique n="5">
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<technique n="5">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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@ -372,9 +359,7 @@
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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@ -413,9 +398,7 @@
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/terrain-haze.vert</vertex-shader>
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@ -474,7 +457,8 @@
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
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<value>2</value>
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<!-- AMBIENT_AND_DIFFUSE -->
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</uniform>
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<depth>
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<function>lequal</function>
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@ -482,8 +466,7 @@
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</depth>
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</pass>
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</technique>
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<technique n="10">
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/rembrandt/enabled</property>
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@ -525,9 +508,7 @@
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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<environment>
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<mode>modulate</mode>
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</environment>
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@ -549,13 +530,11 @@
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<value><use>material-id</use></value>
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</uniform -->
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</pass>
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</technique>
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<technique n="11">
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</technique>
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<technique n="11">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/generic</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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@ -573,26 +552,14 @@
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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@ -601,21 +568,11 @@
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</bin-name>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/include_fog.vert</vertex-shader>
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@ -693,44 +622,32 @@
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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<value><use>fogtype</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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@ -749,62 +666,32 @@
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</depth>
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</pass>
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</technique>
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<technique n="12">
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</bin-name>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
<environment>
|
||||
<mode>modulate</mode>
|
||||
</environment>
|
||||
|
|
|
@ -57,8 +57,8 @@ float cosine_interpolate(in float a, in float b, in float x)
|
|||
|
||||
float simple_interpolate(in float a, in float b, in float x)
|
||||
{
|
||||
return a + smoothstep(0.0,1.0,x) * (b-a);
|
||||
//return mix(a,b,x);
|
||||
return a + smoothstep(0.0,1.0,x) * (b-a);
|
||||
//return mix(a,b,x);
|
||||
}
|
||||
|
||||
float interpolatedNoise2D(in float x, in float y)
|
||||
|
@ -83,7 +83,7 @@ float interpolatedNoise2D(in float x, in float y)
|
|||
|
||||
float Noise2D(in vec2 coord, in float wavelength)
|
||||
{
|
||||
return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
|
||||
return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
|
||||
|
||||
}
|
||||
|
||||
|
@ -91,13 +91,13 @@ return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
|
|||
|
||||
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;
|
||||
x = x - 0.5;
|
||||
|
||||
// use the asymptotics to shorten computations
|
||||
if (x > 30.0) {return e;}
|
||||
if (x < -15.0) {return 0.0;}
|
||||
// use the asymptotics to shorten computations
|
||||
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));
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
}
|
||||
|
||||
// this determines how light is attenuated in the distance
|
||||
|
@ -106,25 +106,22 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
|||
|
||||
float fog_func (in float targ)
|
||||
{
|
||||
float fade_mix;
|
||||
|
||||
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||||
// create the illusion of improved visibility range
|
||||
|
||||
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
float fade_mix;
|
||||
|
||||
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||||
// create the illusion of improved visibility range
|
||||
|
||||
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
if (alt < 30000.0)
|
||||
{return exp(-targ - targ * targ * targ * targ);}
|
||||
else if (alt < 50000.0)
|
||||
{
|
||||
if (alt < 30000.0) {
|
||||
return exp(-targ - targ * targ * targ * targ);
|
||||
}
|
||||
else if (alt < 50000.0) {
|
||||
fade_mix = (alt - 30000.0)/20000.0;
|
||||
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
|
||||
}
|
||||
else
|
||||
{
|
||||
else {
|
||||
return exp(- targ * targ - pow(targ,4.0));
|
||||
}
|
||||
|
||||
|
@ -132,12 +129,9 @@ else
|
|||
|
||||
void main()
|
||||
{
|
||||
float dist = length(relPos);
|
||||
|
||||
|
||||
|
||||
float dist = length(relPos);
|
||||
|
||||
// this is taken from default.frag
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
vec4 color = gl_Color;
|
||||
|
@ -153,37 +147,31 @@ float dist = length(relPos);
|
|||
float intensity;
|
||||
|
||||
|
||||
// get noise at different wavelengths
|
||||
// get noise at different wavelengths
|
||||
|
||||
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
|
||||
// 50m: detail texel
|
||||
// 250m: detail texel
|
||||
// 500m: distortion and overlay
|
||||
// 1500m: overlay, detail, dust, fog
|
||||
// 2000m: overlay, detail, snow, fog
|
||||
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
|
||||
// 50m: detail texel
|
||||
// 250m: detail texel
|
||||
// 500m: distortion and overlay
|
||||
// 1500m: overlay, detail, dust, fog
|
||||
// 2000m: overlay, detail, snow, fog
|
||||
|
||||
float noise_10m;
|
||||
float noise_5m;
|
||||
noise_10m = Noise2D(rawPos.xy, 10.0);
|
||||
noise_5m = Noise2D(rawPos.xy ,5.0);
|
||||
float noise_10m;
|
||||
float noise_5m;
|
||||
noise_10m = Noise2D(rawPos.xy, 10.0);
|
||||
noise_5m = Noise2D(rawPos.xy ,5.0);
|
||||
|
||||
float noisegrad_10m;
|
||||
float noisegrad_5m;
|
||||
float noisegrad_10m;
|
||||
float noisegrad_5m;
|
||||
|
||||
float noise_50m;
|
||||
float noise_250m;
|
||||
float noise_500m = Noise2D(rawPos.xy, 500.0);
|
||||
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
|
||||
float noise_2000m = Noise2D(rawPos.xy, 2000.0);
|
||||
float noise_50m;
|
||||
float noise_250m;
|
||||
float noise_500m = Noise2D(rawPos.xy, 500.0);
|
||||
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
|
||||
float noise_2000m = Noise2D(rawPos.xy, 2000.0);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
|
||||
|
||||
// get the texels
|
||||
//
|
||||
// get the texels
|
||||
|
||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
|
||||
|
@ -219,15 +207,15 @@ float noise_2000m = Noise2D(rawPos.xy, 2000.0);
|
|||
}
|
||||
|
||||
|
||||
// texture preparation according to detail level
|
||||
// texture preparation according to detail level
|
||||
|
||||
// mix in hires texture patches
|
||||
// mix in hires texture patches
|
||||
|
||||
float dist_fact;
|
||||
float nSum;
|
||||
float mix_factor;
|
||||
float dist_fact;
|
||||
float nSum;
|
||||
float mix_factor;
|
||||
|
||||
if (tquality_level > 2)
|
||||
if (tquality_level > 2)
|
||||
{
|
||||
// first the second texture overlay
|
||||
|
||||
|
@ -238,13 +226,12 @@ if (tquality_level > 2)
|
|||
nSum = nSum + 0.2 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
|
||||
mix_factor = smoothstep(0.5, 0.54, nSum);
|
||||
texel = mix(texel, mix_texel, mix_factor);
|
||||
|
||||
}
|
||||
|
||||
// then the detail texture overlay
|
||||
}
|
||||
|
||||
if (tquality_level > 3)
|
||||
if (tquality_level > 3)
|
||||
{
|
||||
if (dist < 40000.0)
|
||||
{
|
||||
|
@ -263,10 +250,10 @@ if (tquality_level > 3)
|
|||
}
|
||||
|
||||
|
||||
vec4 dust_color;
|
||||
float snow_alpha;
|
||||
vec4 dust_color;
|
||||
float snow_alpha;
|
||||
|
||||
if (quality_level > 3)
|
||||
if (quality_level > 3)
|
||||
{
|
||||
// mix dust
|
||||
dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
|
||||
|
@ -280,26 +267,26 @@ if (quality_level > 3)
|
|||
|
||||
|
||||
|
||||
// get distribution of water when terrain is wet
|
||||
// get distribution of water when terrain is wet
|
||||
|
||||
float water_threshold1;
|
||||
float water_threshold2;
|
||||
float water_factor =0.0;
|
||||
float water_threshold1;
|
||||
float water_threshold2;
|
||||
float water_factor =0.0;
|
||||
|
||||
|
||||
if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
||||
if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
||||
{
|
||||
water_threshold1 = 1.0-0.5* wetness;
|
||||
water_threshold2 = 1.0 - 0.3 * wetness;
|
||||
water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
|
||||
}
|
||||
|
||||
// darken wet terrain
|
||||
// darken wet terrain
|
||||
|
||||
texel.rgb = texel.rgb * (1.0 - 0.6 * wetness);
|
||||
|
||||
|
||||
// light computations
|
||||
// light computations
|
||||
|
||||
|
||||
vec4 light_specular = gl_LightSource[0].specular;
|
||||
|
@ -319,11 +306,12 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
|||
if (NdotL > 0.0) {
|
||||
color += diffuse_term * NdotL;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
if (gl_FrontMaterial.shininess > 0.0)
|
||||
if (gl_FrontMaterial.shininess > 0.0) {
|
||||
specular.rgb = ((gl_FrontMaterial.specular.rgb + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
|
||||
}
|
||||
}
|
||||
color.a = diffuse_term.a;
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
// saturated. Clamping the color before modulating by the texture
|
||||
|
@ -335,33 +323,33 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
|||
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
// here comes the terrain haze model
|
||||
// here comes the terrain haze model
|
||||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
|
||||
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
|
||||
//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
|
||||
//if (dist > 40.0)
|
||||
{
|
||||
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
|
||||
//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
|
||||
//if (dist > 40.0)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
alt = eye_alt;
|
||||
|
||||
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
|
||||
// angle with horizon
|
||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
// angle with horizon
|
||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
|
||||
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
||||
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
||||
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
{
|
||||
if (ct < 0.0) // we look down
|
||||
{
|
||||
|
@ -372,8 +360,12 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
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;}
|
||||
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;
|
||||
}
|
||||
|
@ -396,23 +388,22 @@ if (delta_z > 0.0) // we're inside the layer
|
|||
}
|
||||
|
||||
|
||||
// ground haze cannot be thinner than aloft visibility in the model,
|
||||
// so we need to use aloft visibility otherwise
|
||||
// ground haze cannot be thinner than aloft visibility in the model,
|
||||
// so we need to use aloft visibility otherwise
|
||||
|
||||
|
||||
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||||
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||||
|
||||
|
||||
float eqColorFactor;
|
||||
float eqColorFactor;
|
||||
|
||||
|
||||
|
||||
if (visibility < avisibility)
|
||||
if (visibility < avisibility)
|
||||
{
|
||||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -422,7 +413,7 @@ if (visibility < avisibility)
|
|||
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -scattering);
|
||||
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
if (quality_level > 3)
|
||||
{
|
||||
|
@ -438,73 +429,64 @@ else
|
|||
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg);
|
||||
transmission = fog_func(transmission_arg);
|
||||
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
vec3 hazeColor;
|
||||
vec3 hazeColor;
|
||||
|
||||
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
||||
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
||||
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
|
||||
|
||||
// now dim the light for haze
|
||||
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
// now dim the light for haze
|
||||
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
// Mie-like factor
|
||||
// Mie-like factor
|
||||
|
||||
if (lightArg < 5.0)
|
||||
{intensity = length(hazeColor);
|
||||
if (lightArg < 5.0)
|
||||
{
|
||||
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)) );
|
||||
}
|
||||
|
||||
// high altitude desaturation of the haze color
|
||||
// high altitude desaturation of the haze color
|
||||
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
||||
|
||||
// blue hue of haze
|
||||
// blue hue of haze
|
||||
|
||||
hazeColor.x = hazeColor.x * 0.83;
|
||||
hazeColor.y = hazeColor.y * 0.9;
|
||||
hazeColor.x = hazeColor.x * 0.83;
|
||||
hazeColor.y = hazeColor.y * 0.9;
|
||||
|
||||
|
||||
// additional blue in indirect light
|
||||
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
||||
// additional blue in indirect light
|
||||
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 1.5* vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
||||
|
||||
// change haze color to blue hue for strong fogging
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,eqColorFactor))));
|
||||
// change haze color to blue hue for strong fogging
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,eqColorFactor))));
|
||||
|
||||
|
||||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
|
||||
float shadow = mix( min(1.0 + dot(normal,lightDir),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));
|
||||
|
||||
|
||||
|
||||
|
||||
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
|
||||
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
float shadow = mix( min(1.0 + dot(normal,lightDir),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));
|
||||
|
||||
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
else // if dist < threshold no fogging at all
|
||||
{
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
}
|
||||
else // if dist < threshold no fogging at all
|
||||
{
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue