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No code change - Improve readability by reindenting files

This commit is contained in:
Frederic Bouvier 2012-08-08 09:02:26 +02:00
parent 89928f8350
commit c20b4b1fbb
2 changed files with 748 additions and 879 deletions

View file

@ -76,8 +76,7 @@
</parameters>
<!-- put techniques at a "high" index to allow derived effects to
insert their own techniques first. -->
<technique n="4">
<technique n="4">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
@ -128,9 +127,7 @@
<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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>-->
<program>
<!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
@ -145,7 +142,6 @@
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>-->
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
<pass>
@ -176,9 +172,7 @@
<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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
@ -190,9 +184,7 @@
<filter><use>texture[12]/filter</use></filter>
<wrap-s><use>texture[12]/wrap-s</use></wrap-s>
<wrap-t><use>texture[12]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[12]/internal-format</use>
</internal-format>
<internal-format><use>texture[12]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
@ -200,9 +192,7 @@
<filter><use>texture[10]/filter</use></filter>
<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[10]/internal-format</use>
</internal-format>
<internal-format><use>texture[10]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>7</unit>
@ -210,9 +200,7 @@
<filter><use>texture[11]/filter</use></filter>
<wrap-s><use>texture[11]/wrap-s</use></wrap-s>
<wrap-t><use>texture[11]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[11]/internal-format</use>
</internal-format>
<internal-format><use>texture[11]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-detailed.vert</vertex-shader>
@ -266,32 +254,32 @@
<uniform>
<name>mysnowlevel</name>
<type>float</type>
<value> <use>mysnow_level</use></value>
<value><use>mysnow_level</use></value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value> <use>dust_cover_factor</use></value>
<value><use>dust_cover_factor</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value> <use>wetness</use></value>
<value><use>wetness</use></value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value> <use>fogstructure</use></value>
<value><use>fogstructure</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value> <use>quality_level</use></value>
<value><use>quality_level</use></value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value> <use>tquality_level</use></value>
<value><use>tquality_level</use></value>
</uniform>
<uniform>
<name>texture</name>
@ -321,7 +309,8 @@
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<depth>
<function>lequal</function>
@ -329,9 +318,7 @@
</depth>
</pass>
</technique>
<technique n="5">
<technique n="5">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
@ -372,9 +359,7 @@
<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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
@ -413,9 +398,7 @@
<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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze.vert</vertex-shader>
@ -474,7 +457,8 @@
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<depth>
<function>lequal</function>
@ -482,8 +466,7 @@
</depth>
</pass>
</technique>
<technique n="10">
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
@ -525,9 +508,7 @@
<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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
<environment>
<mode>modulate</mode>
</environment>
@ -549,13 +530,11 @@
<value><use>material-id</use></value>
</uniform -->
</pass>
</technique>
<technique n="11">
</technique>
<technique n="11">
<predicate>
<and>
<property>/sim/rendering/shaders/generic</property>
<or>
<less-equal>
<value type="float">2.0</value>
@ -573,26 +552,14 @@
<pass>
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<alpha-test>
<use>transparent</use>
</alpha-test>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
@ -601,21 +568,11 @@
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<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>
<image><use>texture[0]/image</use></image>
<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>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
@ -633,56 +590,28 @@
<pass>
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<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>
<image><use>texture[0]/image</use></image>
<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>
</texture-unit>
<program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
@ -693,44 +622,32 @@
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
<value><use>visibility</use></value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
<value><use>avisibility</use></value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
<value><use>lthickness</use></value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
<value><use>fogtype</use></value>
</uniform>
<uniform>
<name>texture</name>
@ -749,62 +666,32 @@
</depth>
</pass>
</technique>
<technique n="12">
<pass>
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<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>
<image><use>texture[0]/image</use></image>
<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>

View file

@ -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;
}
}