ALS: New cloud rendering detail level with more dramatic Mie scattering at cloud fringes done inside fragment shader
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5 changed files with 587 additions and 0 deletions
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@ -29,6 +29,189 @@
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<display_ysize><use>/sim/startup/ysize</use></display_ysize>
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</parameters>
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<technique n="8">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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<less-equal>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shaders/clouds</float-property>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>10</bin-number>
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<bin-name>DepthSortedBin</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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<type>2d</type>
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<image><use>texture[0]/image</use></image>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/3dcloud-ALS-detailed.vert</vertex-shader>
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<fragment-shader>Shaders/3dcloud-ALS-detailed.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<attribute>
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<name>usrAttr1</name>
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<index>10</index>
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</attribute>
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<attribute>
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<name>usrAttr2</name>
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<index>11</index>
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</attribute>
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</program>
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<uniform>
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<name>baseTexture</name>
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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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<uniform>
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<name>range</name>
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<type>float</type>
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<value><use>range</use></value>
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</uniform>
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<uniform>
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<name>detail_range</name>
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<type>float</type>
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<value><use>detail</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><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><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>altitude</name>
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<type>float</type>
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<value><use>altitude</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</use></value>
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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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<name>flash</name>
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<type>float</type>
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<value><use>flash</use></value>
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</uniform>
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<uniform>
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<name>lightning_pos_x</name>
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<type>float</type>
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<value><use>lightning-pos-x</use></value>
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</uniform>
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<uniform>
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<name>lightning_pos_y</name>
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<type>float</type>
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<value><use>lightning-pos-y</use></value>
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</uniform>
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<uniform>
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<name>lightning_range</name>
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<type>float</type>
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<value><use>lightning-range</use></value>
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</uniform>
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value><use>gamma</use></value>
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</uniform>
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<uniform>
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<name>brightness</name>
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<type>float</type>
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<value><use>brightness</use></value>
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</uniform>
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<uniform>
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<name>use_filtering</name>
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<type>bool</type>
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<value><use>use_filtering</use></value>
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</uniform>
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<uniform>
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<name>use_night_vision</name>
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>fact_grey</name>
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<type>float</type>
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<value><use>fact_grey</use></value>
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</uniform>
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<uniform>
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<name>fact_black</name>
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<type>float</type>
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<value><use>fact_black</use></value>
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</uniform>
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<uniform>
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<name>display_xsize</name>
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<type>int</type>
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<value><use>display_xsize</use></value>
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</uniform>
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<uniform>
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<name>display_ysize</name>
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<type>int</type>
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<value><use>display_ysize</use></value>
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</uniform>
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<!--<vertex-program-two-side>true</vertex-program-two-side>-->
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</pass>
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</technique>
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<technique n="9">
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<predicate>
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<and>
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84
Shaders/3dcloud-ALS-detailed.frag
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84
Shaders/3dcloud-ALS-detailed.frag
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#version 120
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uniform sampler2D baseTexture;
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uniform float scattering;
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varying float fogFactor;
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varying float mie_frag;
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varying float mie_frag_mod;
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varying float z_pos;
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varying float bottom_shade;
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varying vec3 internal_pos;
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varying vec3 hazeColor;
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vec3 filter_combined (in vec3 color) ;
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void main(void)
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{
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vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
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if (base.a < 0.02)
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discard;
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float mie_factor = 0.0;
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float geo_factor = 1.0;
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float mie_sign = 1.0;
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if (mie_frag < 0.0) {mie_sign = -1.0;}
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if (mie_sign > 0.0)
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{mie_factor = smoothstep(0.8, 1.0, mie_frag);}
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else
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{mie_factor = -1.0 * (1.0 - smoothstep(-1.0, -0.8, mie_frag));}
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mie_factor *= mie_frag_mod;
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// suppress effect in cloud center
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float z_bias = 0.2 * (1.0 - smoothstep(2.0, 3.0, z_pos));
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geo_factor *= smoothstep(-0.9 - z_bias, -0.4 - z_bias, internal_pos.x) * (1.0 -smoothstep(0.4 + z_bias, 0.9 + z_bias, internal_pos.x));
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geo_factor *= smoothstep(-0.9 - z_bias, -0.4 - z_bias, internal_pos.y) * (1.0 -smoothstep(0.4 + z_bias, 0.9 + z_bias, internal_pos.y));
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geo_factor *= smoothstep(0, 0.3, internal_pos.z) * (1.0 - smoothstep(0.5, 1.2, internal_pos.z));
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if (mie_sign > 0.0)
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{
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mie_factor *=(1.0 -geo_factor);
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}
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float transparency = smoothstep(0.0, 0.7, base.a);
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float opacity = smoothstep(0.7, 1.0, base.a);
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float inverse_mie = 0.0;
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if ((opacity == 0.0) && (mie_sign > 0.0)) // Mie forward scattering enhancing light
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{mie_factor *= (1.0 - pow(transparency, 2.0));}
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else if ((opacity == 0.0) && (mie_sign < 0.0)) // Mie forward scattering reducing reflected light
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{
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inverse_mie = (1.0 - pow(transparency, 2.0)) * smoothstep(0.65, 0.8, scattering);
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inverse_mie *= (1.0 - smoothstep(-1.0, -0.5, mie_frag));
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}
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else if (mie_sign > 0.0) // bulk light absorption
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{mie_factor *= - 4.0 * pow(opacity, 2.0);}
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// darken the bulk of the away-facing cloud
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float bulk_shade_factor = (1.0 - 0.6 * geo_factor * smoothstep(0.5, 1.0, mie_frag));
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bulk_shade_factor -= 0.3 * smoothstep(0.5, 1.0, mie_frag) * (1.0 - mie_frag_mod) * (1.0 - smoothstep(0.4, 0.5, bottom_shade));
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float mie_enhancement = 1.0 + clamp(mie_factor, 0.0, 1.0);
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mie_enhancement = mie_enhancement * bulk_shade_factor;
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vec4 finalColor = base * gl_Color;
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finalColor.rgb *= mie_enhancement * (1.0 - 0.4 * inverse_mie);
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finalColor.rgb = max(finalColor.rgb, gl_Color.rgb * 1.2 * bottom_shade);
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finalColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );
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finalColor.rgb = filter_combined(finalColor.rgb);
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gl_FragColor.rgb = finalColor.rgb;
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gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor));
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}
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293
Shaders/3dcloud-ALS-detailed.vert
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293
Shaders/3dcloud-ALS-detailed.vert
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// -*-C++-*-
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#version 120
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varying float fogFactor;
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varying vec3 hazeColor;
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varying float mie_frag;
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varying float mie_frag_mod;
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varying vec3 internal_pos;
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varying float bottom_shade;
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varying float z_pos;
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uniform float range; // From /sim/rendering/clouds3d-vis-range
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uniform float detail_range; // From /sim/rendering/clouds3d_detail-range
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uniform float scattering;
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uniform float terminator;
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uniform float altitude;
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uniform float cloud_self_shading;
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uniform float visibility;
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uniform float moonlight;
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uniform float air_pollution;
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uniform float flash;
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uniform float lightning_pos_x;
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uniform float lightning_pos_y;
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uniform float lightning_range;
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attribute vec3 usrAttr1;
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attribute vec3 usrAttr2;
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float alpha_factor = usrAttr1.r;
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float shade_factor = usrAttr1.g;
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float cloud_height = usrAttr1.b;
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float bottom_factor = usrAttr2.r;
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float middle_factor = usrAttr2.g;
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float top_factor = usrAttr2.b;
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const float EarthRadius = 5800000.0;
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// light_func is a generalized logistic function fit to the light intensity as a function
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// of scaled terminator position obtained from Flightgear core
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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x = x-0.5;
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// use the asymptotics to shorten computations
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if (x > 30.0) {return e;}
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if (x < -15.0) {return 0.03;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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float mie_func (in float x, in float Mie)
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{
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return x + 2.0 * x * Mie * (1.0 -0.8*x) * (1.0 -0.8*x);
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}
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void main(void)
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{
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//shade_factor = shade_factor * cloud_self_shading;
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//top_factor = top_factor * cloud_self_shading;
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//shade_factor = min(shade_factor, top_factor);
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//middle_factor = min(middle_factor, top_factor);
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//bottom_factor = min(bottom_factor, top_factor);
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float intensity;
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float mix_factor;
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bottom_shade = bottom_factor;
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight * scattering;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
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vec3 u = normalize(ep.xyz - l.xyz);
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// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
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// the columns of that matrix.
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vec3 absu = abs(u);
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vec3 r = normalize(vec3(-u.y, u.x, 0.0));
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vec3 w = cross(u, r);
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// Do the matrix multiplication by [ u r w pos]. Assume no
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// scaling in the homogeneous component of pos.
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gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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gl_Position.xyz = gl_Vertex.x * u;
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gl_Position.xyz += gl_Vertex.y * r;
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gl_Position.xyz += gl_Vertex.z * w;
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// Apply Z scaling to allow sprites to be squashed in the z-axis
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gl_Position.z = gl_Position.z * gl_Color.w;
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// Now shift the sprite to the correct position in the cloud.
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gl_Position.xyz += gl_Color.xyz;
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internal_pos = gl_Position.xyz/ cloud_height;
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// Determine a lighting normal based on the vertex position from the
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// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
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float n = dot(normalize(-gl_LightSource[0].position.xyz),
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normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z, 0.0))));
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// prepare suppression of shadeward Mie terms
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float n1 = dot(normalize(-gl_LightSource[0].position.xyz),
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normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Color.x, - gl_Color.y, - gl_Color.z, 0.0))));
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//z_pos = dot(normalize(-gl_LightSource[0].position.xyz),
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// vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z, 0.0)))/cloud_height;
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float mie_suppress = smoothstep(0.0, 0.3, n1);
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// Determine the position - used for fog and shading calculations
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float fogCoord = length(vec3(gl_ModelViewMatrix * vec4(gl_Color.x, gl_Color.y, gl_Color.z, 1.0)));
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float center_dist = length(vec3(gl_ModelViewMatrix * vec4(0.0,0.0,0.0,1.0)));
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z_pos = (fogCoord - center_dist)/cloud_height;
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if ((fogCoord > detail_range) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
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// More than detail_range away, so discard all sprites on opposite side of
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// cloud center by shifting them beyond the view fustrum
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gl_Position = vec4(0.0,0.0,10.0,1.0);
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gl_FrontColor.a = 0.0;
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} else {
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// Determine the shading of the vertex. We shade it based on it's position
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// in the cloud relative to the sun, and it's vertical position in the cloud.
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float shade = mix(shade_factor, top_factor, smoothstep(-0.3, 0.3, n));
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//if (n < 0) {
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// shade = mix(top_factor, shade_factor, abs(n));
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//}
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if (gl_Position.z < 0.5 * cloud_height) {
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shade = min(shade, mix(bottom_factor, middle_factor, gl_Position.z * 2.0 / cloud_height));
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} else {
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shade = min(shade, mix(middle_factor, top_factor, gl_Position.z * 2.0 / cloud_height - 1.0));
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}
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//float h = gl_Position.z / cloud_height;
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//if (h < 0.5) {
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// shade = min(shade, mix(bottom_factor, middle_factor, smoothstep(0.0, 0.5, h)));
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//} else {
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// shade = min(shade, mix(middle_factor, top_factor, smoothstep(2.0 * (h - 0.5)));
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// }
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// Final position of the sprite
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vec3 relVector = gl_Position.xyz - ep.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
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// Light at the final position
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// first obtain normal to sun position
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vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
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vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
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// yprime is the distance of the vertex into sun direction, corrected for altitude
|
||||
// the altitude correction is clamped to reasonable values, sometimes altitude isn't parsed correctly, leading
|
||||
// to overbright or overdark clouds
|
||||
// float vertex_alt = clamp(altitude * 0.30480 + relVector.z,1000.0,10000.0);
|
||||
float vertex_alt = clamp(altitude + relVector.z, 300.0, 10000.0);
|
||||
float yprime = -dot(relVector, lightHorizon);
|
||||
float yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
|
||||
|
||||
// two times terminator width governs how quickly light fades into shadow
|
||||
float terminator_width = 200000.0;
|
||||
float earthShade = 1.0- 0.9* smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
|
||||
float earthShadeFactor = 1.0 - smoothstep(0.4, 0.5, earthShade);
|
||||
|
||||
// compute the light at the position
|
||||
vec4 light_diffuse;
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
light_diffuse.b = light_func(lightArg -1.2 * air_pollution, 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0);
|
||||
light_diffuse.g = light_func(lightArg -0.6 * air_pollution, 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 *= cloud_self_shading;
|
||||
intensity = (1.0 - (0.8 * (1.0 - earthShade))) * length(light_diffuse.rgb);
|
||||
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, min(scattering, cloud_self_shading) ))));
|
||||
|
||||
// correct ambient light intensity and hue before sunrise
|
||||
if (earthShade < 0.6)
|
||||
{
|
||||
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.6,earthShade ) ));
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
gl_FrontColor.rgb = intensity * shade * normalize(mix(light_diffuse.rgb, shadedFogColor, smoothstep(0.1,0.4, (1.0 - shade) ))) ;
|
||||
|
||||
// lightning
|
||||
vec2 lightningRelVector = relVector.xy - vec2(lightning_pos_x, lightning_pos_y);
|
||||
float rCoord = length(lightningRelVector);
|
||||
|
||||
vec3 flash_color = vec3 (0.43, 0.57, 1.0);
|
||||
float flash_factor = flash;
|
||||
|
||||
if (flash == 2)
|
||||
{
|
||||
flash_color = vec3 (0.8, 0.7, 0.4);
|
||||
flash_factor = 1;
|
||||
}
|
||||
|
||||
float rn = 0.5 + 0.5 * fract(gl_Color.x);
|
||||
gl_FrontColor.rgb += flash_factor * flash_color * (1.0 - smoothstep(lightning_range, 5.0 * lightning_range, rCoord)) * rn;
|
||||
|
||||
|
||||
// fading of cloudlets
|
||||
|
||||
if ((fogCoord > (0.9 * detail_range)) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
|
||||
// cloudlet is almost at the detail range, so fade it out.
|
||||
gl_FrontColor.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord);
|
||||
} else {
|
||||
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
|
||||
gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(0.9 * range, range, fogCoord));
|
||||
}
|
||||
gl_FrontColor.a = gl_FrontColor.a * (1.0 - smoothstep(visibility, 3.0* visibility, fogCoord));
|
||||
|
||||
fogFactor = exp(-fogCoord/visibility);
|
||||
|
||||
// haze of ground haze shader is slightly bluish
|
||||
hazeColor = light_diffuse.rgb;
|
||||
hazeColor.r = hazeColor.r * 0.83;
|
||||
hazeColor.g = hazeColor.g * 0.9;
|
||||
hazeColor = hazeColor * scattering;
|
||||
|
||||
|
||||
// Mie correction
|
||||
float Mie = 0.0;
|
||||
float MieFactor = dot(normalize(lightFull), normalize(relVector));
|
||||
|
||||
|
||||
mie_frag = MieFactor;
|
||||
mie_frag_mod = mie_suppress * (1.0 - smoothstep(0.4, 0.6, bottom_factor)) * (1.0 - smoothstep(detail_range, 1.5 * detail_range, fogCoord)) * smoothstep(0.65, 0.8, scattering)
|
||||
* smoothstep(0.7, 1.0, top_factor);
|
||||
|
||||
|
||||
if (bottom_factor < 0.4) {mie_frag_mod = 0.0;}
|
||||
|
||||
if (bottom_factor > 0.4)
|
||||
{
|
||||
MieFactor = dot(normalize(lightFull), normalize(relVector));
|
||||
Mie = 1.5 * smoothstep(0.9,1.0, MieFactor) * smoothstep(0.6, 0.8, bottom_factor) * (1.0-earthShadeFactor) ;
|
||||
//if (MieFactor < 0.0) {Mie = - Mie;}
|
||||
}
|
||||
//else {Mie = 0.0;}
|
||||
|
||||
if (Mie > 0.0)
|
||||
{
|
||||
hazeColor.r = mie_func(hazeColor.r, Mie);
|
||||
hazeColor.g = mie_func(hazeColor.g, 0.8* Mie);
|
||||
hazeColor.b = mie_func(hazeColor.b, 0.5* Mie);
|
||||
|
||||
gl_FrontColor.r = mie_func(gl_FrontColor.r, Mie);
|
||||
gl_FrontColor.g = mie_func(gl_FrontColor.g, 0.8* Mie);
|
||||
gl_FrontColor.b = mie_func(gl_FrontColor.b, 0.5*Mie);
|
||||
}
|
||||
else if (MieFactor < 0.0)
|
||||
{
|
||||
float thickness_reduction = smoothstep(0.4, 0.8, bottom_factor) ;
|
||||
float light_reduction = dot (lightFull, lightHorizon);
|
||||
light_reduction *= light_reduction;
|
||||
|
||||
float factor_b = 0.8 + 0.2 * (1.0 - smoothstep(0.0, 0.7, -MieFactor) * thickness_reduction * light_reduction) ;
|
||||
float factor_r = 0.6 + 0.4 * (1.0 - smoothstep(0.0, 0.7, -MieFactor) * thickness_reduction * light_reduction) ;
|
||||
float factor_g = 0.65 + 0.35 * (1.0 - smoothstep(0.0, 0.7, -MieFactor) * thickness_reduction * light_reduction) ;
|
||||
hazeColor.r *= factor_r;
|
||||
hazeColor.g *= factor_g;
|
||||
hazeColor.b *= factor_b;
|
||||
|
||||
gl_FrontColor.r *= factor_r;
|
||||
gl_FrontColor.g *= factor_g;
|
||||
gl_FrontColor.b *= factor_b;
|
||||
}
|
||||
|
||||
gl_FrontColor.rgb = gl_FrontColor.rgb + moonLightColor * earthShadeFactor;
|
||||
hazeColor.rgb = hazeColor.rgb + moonLightColor * earthShadeFactor;
|
||||
gl_FrontColor.a = gl_FrontColor.a * alpha_factor;
|
||||
gl_BackColor = gl_FrontColor;
|
||||
}
|
||||
}
|
|
@ -128,6 +128,7 @@ Started September 2000 by David Megginson, david@megginson.com
|
|||
<filtering type="int">8</filtering>
|
||||
<shaders>
|
||||
<custom-settings type="bool" userarchive="y">false</custom-settings>
|
||||
<clouds type="float" userarchive="y">0.0</clouds>
|
||||
<generic type="float" userarchive="y">1.0</generic>
|
||||
<landmass type="float" userarchive="y">1.0</landmass>
|
||||
<model type="float" userarchive="y">1.0</model>
|
||||
|
|
|
@ -45,6 +45,32 @@
|
|||
</hrule>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
||||
<text>
|
||||
<halign>left</halign>
|
||||
<label>Clouds</label>
|
||||
</text>
|
||||
<slider>
|
||||
<name>cloud</name>
|
||||
<min>0.0</min>
|
||||
<max>1.0</max>
|
||||
<step>1.0</step>
|
||||
<fraction>0.17</fraction>
|
||||
<live>true</live>
|
||||
<property>/sim/rendering/shaders/clouds</property>
|
||||
<binding>
|
||||
<command>dialog-apply</command>
|
||||
<object-name>cloud</object-name>
|
||||
</binding>
|
||||
</slider>
|
||||
<empty>
|
||||
<pref-width>55</pref-width>
|
||||
</empty>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<layout>hbox</layout>
|
||||
<halign>right</halign>
|
||||
|
|
Loading…
Reference in a new issue