From d058b514f20f35f98f2c3434b9a8e1378481a948 Mon Sep 17 00:00:00 2001 From: Stuart Buchanan Date: Sat, 23 Jan 2021 17:15:12 +0000 Subject: [PATCH] WS30: Add basic shaders --- Effects/ws30.eff | 728 +++++++++++++++--------------------------- Shaders/ws30-ALS.frag | 273 ++++++++++++++++ Shaders/ws30-ALS.vert | 233 ++++++++++++++ Shaders/ws30.frag | 250 +-------------- Shaders/ws30.vert | 200 +----------- 5 files changed, 778 insertions(+), 906 deletions(-) create mode 100644 Shaders/ws30-ALS.frag create mode 100644 Shaders/ws30-ALS.vert diff --git a/Effects/ws30.eff b/Effects/ws30.eff index c5615c7dd..17e478ca8 100644 --- a/Effects/ws30.eff +++ b/Effects/ws30.eff @@ -2,7 +2,6 @@ Effects/ws30 - @@ -83,279 +82,99 @@ 1.0 0 false - - /environment/ground-visibility-m - - - /environment/visibility-m - - - /environment/ground-haze-thickness-m - - - /rendering/scene/scattering - - - /environment/surface/scattering - - - /environment/terminator-relative-position-m - - - /environment/mean-terrain-elevation-m - - - /rendering/scene/overcast - - - /sim/rendering/eye-altitude-m - - - /environment/snow-level-m - - - /environment/surface/snow-thickness-factor - - - /environment/surface/dust-cover-factor - - - /environment/surface/lichen-cover-factor - - - /environment/surface/wetness - - - /sim/rendering/shaders/skydome - - - /environment/fog-structure - - - /environment/cloud-self-shading - - - /environment/moonlight - - - /environment/season - - - /environment/air-pollution-norm - - - /environment/surface/delta-T-soil - - - /sim/rendering/shaders/wind-effects - - - /environment/sea/surface/wind-from-east-fps - - - /environment/sea/surface/wind-from-north-fps - - - /sim/startup/xsize - - - /sim/startup/ysize - + /environment/ground-visibility-m + /environment/visibility-m + /environment/ground-haze-thickness-m + /rendering/scene/scattering + /environment/surface/scattering + /environment/terminator-relative-position-m + /environment/mean-terrain-elevation-m + /rendering/scene/overcast + /sim/rendering/eye-altitude-m + /environment/snow-level-m + /environment/surface/snow-thickness-factor + /environment/surface/dust-cover-factor + /environment/surface/lichen-cover-factor + /environment/surface/wetness + /sim/rendering/shaders/skydome + /environment/fog-structure + /environment/cloud-self-shading + /environment/moonlight + /environment/season + /environment/air-pollution-norm + /environment/surface/delta-T-soil + /sim/rendering/shaders/wind-effects + /environment/sea/surface/wind-from-east-fps + /environment/sea/surface/wind-from-north-fps + /sim/startup/xsize + /sim/startup/ysize - - /sim/current-view/pitch-offset-deg - - - /sim/current-view/heading-offset-deg - - - /sim/current-view/field-of-view - - - /sim/rendering/als-secondary-lights/use-searchlight - - - /sim/rendering/als-secondary-lights/use-landing-light - - - /sim/rendering/als-secondary-lights/use-alt-landing-light - - - /sim/rendering/als-secondary-lights/landing-light1-offset-deg - - - /sim/rendering/als-secondary-lights/landing-light2-offset-deg - - - /sim/rendering/als-secondary-lights/landing-light3-offset-deg - - - /sim/rendering/shaders/landmass - - - /sim/rendering/shaders/transition - - - /sim/rendering/als-filters/use-filtering - - - /sim/rendering/als-filters/gamma - - - /sim/rendering/als-filters/brightness - - - /sim/rendering/als-filters/grey-factor - - - /sim/rendering/als-filters/black-factor - - - /sim/rendering/als-filters/use-night-vision - - - /sim/rendering/als-filters/use-IR-vision - - - /local-weather/cloud-shadows/cloudpos-x[0] - - - /local-weather/cloud-shadows/cloudpos-y[0] - - - /local-weather/cloud-shadows/cloudpos-x[1] - - - /local-weather/cloud-shadows/cloudpos-y[1] - - - /local-weather/cloud-shadows/cloudpos-x[2] - - - /local-weather/cloud-shadows/cloudpos-y[2] - - - /local-weather/cloud-shadows/cloudpos-x[3] - - - /local-weather/cloud-shadows/cloudpos-y[3] - - - /local-weather/cloud-shadows/cloudpos-x[4] - - - /local-weather/cloud-shadows/cloudpos-y[4] - - - /local-weather/cloud-shadows/cloudpos-x[5] - - - /local-weather/cloud-shadows/cloudpos-y[5] - - - /local-weather/cloud-shadows/cloudpos-x[6] - - - /local-weather/cloud-shadows/cloudpos-y[6] - - - /local-weather/cloud-shadows/cloudpos-x[7] - - - /local-weather/cloud-shadows/cloudpos-y[7] - - - /local-weather/cloud-shadows/cloudpos-x[8] - - - /local-weather/cloud-shadows/cloudpos-y[8] - - - /local-weather/cloud-shadows/cloudpos-x[9] - - - /local-weather/cloud-shadows/cloudpos-y[9] - - - /local-weather/cloud-shadows/cloudpos-x[10] - - - /local-weather/cloud-shadows/cloudpos-y[10] - - - /local-weather/cloud-shadows/cloudpos-x[11] - - - /local-weather/cloud-shadows/cloudpos-y[11] - - - /local-weather/cloud-shadows/cloudpos-x[12] - - - /local-weather/cloud-shadows/cloudpos-y[12] - - - /local-weather/cloud-shadows/cloudpos-x[13] - - - /local-weather/cloud-shadows/cloudpos-y[13] - - - /local-weather/cloud-shadows/cloudpos-x[14] - - - /local-weather/cloud-shadows/cloudpos-y[14] - - - /local-weather/cloud-shadows/cloudpos-x[15] - - - /local-weather/cloud-shadows/cloudpos-y[15] - - - /local-weather/cloud-shadows/cloudpos-x[16] - - - /local-weather/cloud-shadows/cloudpos-y[16] - - - /local-weather/cloud-shadows/cloudpos-x[17] - - - /local-weather/cloud-shadows/cloudpos-y[17] - - - /local-weather/cloud-shadows/cloudpos-x[18] - - - /local-weather/cloud-shadows/cloudpos-y[18] - - - /local-weather/cloud-shadows/cloudpos-x[19] - - - /local-weather/cloud-shadows/cloudpos-y[19] - - - /local-weather/cloud-shadows/nearest-cloudpos-x - - - /local-weather/cloud-shadows/nearest-cloudpos-y - - - /local-weather/cloud-shadows/cloud-shadow-flag - + /sim/current-view/pitch-offset-deg + /sim/current-view/heading-offset-deg + /sim/current-view/field-of-view + /sim/rendering/als-secondary-lights/use-searchlight + /sim/rendering/als-secondary-lights/use-landing-light + /sim/rendering/als-secondary-lights/use-alt-landing-light + /sim/rendering/als-secondary-lights/landing-light1-offset-deg + /sim/rendering/als-secondary-lights/landing-light2-offset-deg + /sim/rendering/als-secondary-lights/landing-light3-offset-deg + /sim/rendering/shaders/landmass + /sim/rendering/shaders/transition + /sim/rendering/als-filters/use-filtering + /sim/rendering/als-filters/gamma + /sim/rendering/als-filters/brightness + /sim/rendering/als-filters/grey-factor + /sim/rendering/als-filters/black-factor + /sim/rendering/als-filters/use-night-vision + /sim/rendering/als-filters/use-IR-vision + /local-weather/cloud-shadows/cloudpos-x[0] + /local-weather/cloud-shadows/cloudpos-y[0] + /local-weather/cloud-shadows/cloudpos-x[1] + /local-weather/cloud-shadows/cloudpos-y[1] + /local-weather/cloud-shadows/cloudpos-x[2] + /local-weather/cloud-shadows/cloudpos-y[2] + /local-weather/cloud-shadows/cloudpos-x[3] + /local-weather/cloud-shadows/cloudpos-y[3] + /local-weather/cloud-shadows/cloudpos-x[4] + /local-weather/cloud-shadows/cloudpos-y[4] + /local-weather/cloud-shadows/cloudpos-x[5] + /local-weather/cloud-shadows/cloudpos-y[5] + /local-weather/cloud-shadows/cloudpos-x[6] + /local-weather/cloud-shadows/cloudpos-y[6] + /local-weather/cloud-shadows/cloudpos-x[7] + /local-weather/cloud-shadows/cloudpos-y[7] + /local-weather/cloud-shadows/cloudpos-x[8] + /local-weather/cloud-shadows/cloudpos-y[8] + /local-weather/cloud-shadows/cloudpos-x[9] + /local-weather/cloud-shadows/cloudpos-y[9] + /local-weather/cloud-shadows/cloudpos-x[10] + /local-weather/cloud-shadows/cloudpos-y[10] + /local-weather/cloud-shadows/cloudpos-x[11] + /local-weather/cloud-shadows/cloudpos-y[11] + /local-weather/cloud-shadows/cloudpos-x[12] + /local-weather/cloud-shadows/cloudpos-y[12] + /local-weather/cloud-shadows/cloudpos-x[13] + /local-weather/cloud-shadows/cloudpos-y[13] + /local-weather/cloud-shadows/cloudpos-x[14] + /local-weather/cloud-shadows/cloudpos-y[14] + /local-weather/cloud-shadows/cloudpos-x[15] + /local-weather/cloud-shadows/cloudpos-y[15] + /local-weather/cloud-shadows/cloudpos-x[16] + /local-weather/cloud-shadows/cloudpos-y[16] + /local-weather/cloud-shadows/cloudpos-x[17] + /local-weather/cloud-shadows/cloudpos-y[17] + /local-weather/cloud-shadows/cloudpos-x[18] + /local-weather/cloud-shadows/cloudpos-y[18] + /local-weather/cloud-shadows/cloudpos-x[19] + /local-weather/cloud-shadows/cloudpos-y[19] + /local-weather/cloud-shadows/nearest-cloudpos-x + /local-weather/cloud-shadows/nearest-cloudpos-y + /local-weather/cloud-shadows/cloud-shadow-flag - - /sim/rendering/als/shadows/enabled - - - /sim/rendering/als/shadows/sun-atlas-size - + /sim/rendering/als/shadows/enabled + /sim/rendering/als/shadows/sun-atlas-size - - true - - - material/ambient - - - material/diffuse - - - material/specular - - - material/emissive - - - material/shininess - - ambient-and-diffuse - - - transparent - - - transparent - - smooth - back - - - render-bin/bin-number - - - render-bin/bin-name - - - - 0 - - texture[0]/image - - nearest - nearest - - texture[0]/wrap-s - - - texture[0]/wrap-t - - - texture[0]/internal-format - max max @@ -478,82 +234,45 @@ 1 - - texture[1]/image - + texture[1]/image nearest-mipmap-nearest nearest-mipmap-nearest - - texture[0]/wrap-s - - - texture[0]/wrap-t - - - texture[0]/internal-format - + texture[0]/wrap-s + texture[0]/wrap-t + texture[0]/internal-format + 2 - - texture[2]/image - - - texture[2]/filter - - - texture[2]/wrap-s - - - texture[2]/wrap-t - - - texture[2]/internal-format - + texture[2]/image + texture[2]/filter + texture[2]/wrap-s + texture[2]/wrap-t + texture[2]/internal-format 3 - - texture[3]/image - - - texture[3]/filter - - - texture[3]/wrap-s - - - texture[3]/wrap-t - - - texture[3]/internal-format - + texture[3]/image + texture[3]/filter + texture[3]/wrap-s + texture[3]/wrap-t + texture[3]/internal-format 4 - - texture[4]/image - - - texture[4]/filter - - - texture[4]/wrap-s - - - texture[4]/wrap-t - - - texture[4]/internal-format - + texture[4]/image + texture[4]/filter + texture[4]/wrap-s + texture[4]/wrap-t + texture[4]/internal-format - Shaders/ws30.vert + Shaders/ws30-ALS.vert Shaders/shadows-include.vert - Shaders/ws30.frag + Shaders/ws30-ALS.frag Shaders/hazes.frag Shaders/noise.frag Shaders/filters-ALS.frag @@ -562,157 +281,113 @@ visibility float - - visibility - + visibility avisibility float - - avisibility - + avisibility hazeLayerAltitude float - - lthickness - + lthickness scattering float - - scattering - + scattering ground_scattering float - - ground_scattering - + ground_scattering terminator float - - terminator - + terminator terrain_alt float - - terrain_alt - + terrain_alt overcast float - - overcast - + overcast eye_alt float - - eye_alt - + eye_alt cloud_self_shading float - - cloud_self_shading - + cloud_self_shading moonlight float - - moonlight - + moonlight air_pollution float - - air_pollution - + air_pollution gamma float - - gamma - + gamma brightness float - - brightness - + brightness use_night_vision bool - - use_night_vision - + use_night_vision use_IR_vision bool - - use_IR_vision - + use_IR_vision use_filtering bool - - use_filtering - + use_filtering delta_T float - - delta_T - + delta_T fact_grey float - - fact_grey - + fact_grey fact_black float - - fact_black - + fact_black display_xsize int - - display_xsize - + display_xsize display_ysize int - - display_ysize - + display_ysize landclass @@ -754,22 +429,127 @@ shadows_enabled bool - - shadows_enabled - + shadows_enabled sun_atlas_size int - - sun_atlas_size - + sun_atlas_size lequal - + + + + + + true + + material/ambient + material/diffuse + material/specular + material/emissive + material/shininess + ambient-and-diffuse + + transparent + transparent + smooth + back + + render-bin/bin-number + render-bin/bin-name + + + + 0 + texture[0]/image + nearest + nearest + texture[0]/wrap-s + texture[0]/wrap-t + texture[0]/internal-format + + max + max + max + + + + + 1 + texture[1]/image + nearest-mipmap-nearest + nearest-mipmap-nearest + texture[0]/wrap-s + texture[0]/wrap-t + texture[0]/internal-format + + + + 2 + texture[2]/image + texture[2]/filter + texture[2]/wrap-s + texture[2]/wrap-t + texture[2]/internal-format + + + + 3 + texture[3]/image + texture[3]/filter + texture[3]/wrap-s + texture[3]/wrap-t + texture[3]/internal-format + + + + 4 + texture[4]/image + texture[4]/filter + texture[4]/wrap-s + texture[4]/wrap-t + texture[4]/internal-format + + + + Shaders/ws30.vert + Shaders/include_fog.frag + Shaders/ws30.frag + + + + landclass + sampler-2d + 0 + + + atlas + sampler-2d + 1 + + + dimensionsArray + sampler-1d + 2 + + + diffuseArray + sampler-1d + 3 + + + specularArray + sampler-1d + 4 + + + + + diff --git a/Shaders/ws30-ALS.frag b/Shaders/ws30-ALS.frag new file mode 100644 index 000000000..6c4195a48 --- /dev/null +++ b/Shaders/ws30-ALS.frag @@ -0,0 +1,273 @@ +// WS30 FRAGMENT SHADER + +// -*-C++-*- +#version 130 +#extension GL_EXT_texture_array : enable + +// written by Thorsten Renk, Oct 2011, based on default.frag +// Ambient term comes in gl_Color.rgb. +varying vec4 diffuse_term; +varying vec3 normal; +varying vec3 relPos; + +uniform sampler2D landclass; +uniform sampler2DArray atlas; +uniform sampler1D dimensionsArray; +uniform sampler1D diffuseArray; +uniform sampler1D specularArray; + +varying float yprime_alt; +varying float mie_angle; + + +uniform float visibility; +uniform float avisibility; +uniform float scattering; +uniform float terminator; +uniform float terrain_alt; +uniform float hazeLayerAltitude; +uniform float overcast; +uniform float eye_alt; +uniform float cloud_self_shading; + +// Passed from VPBTechnique, not the Effect +uniform int tile_level; +uniform float tile_width; +uniform float tile_height; + +const float EarthRadius = 5800000.0; +const float terminator_width = 200000.0; + +float alt; +float eShade; + +float fog_func (in float targ, in float alt); +vec3 get_hazeColor(in float light_arg); +vec3 filter_combined (in vec3 color) ; + +float getShadowing(); + +float luminance(vec3 color) +{ + return dot(vec3(0.212671, 0.715160, 0.072169), color); +} + + + +void main() +{ + + // The Landclass for this particular fragment. This can be used to + // index into the atlas textures. + int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5); + + + vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); +// this is taken from default.frag + vec3 n; + float NdotL, NdotHV, fogFactor; + vec3 lightDir = gl_LightSource[0].position.xyz; + vec3 halfVector = gl_LightSource[0].halfVector.xyz; + vec4 texel; + vec4 fragColor; + vec4 specular = vec4(0.0); + float intensity; + float mat_index = float(lc)/512.0; + float mat_shininess = texture(dimensionsArray, mat_index).z; + vec4 mat_diffuse = texture(diffuseArray, mat_index); + vec4 mat_specular = texture(specularArray, mat_index); + vec4 color = mat_diffuse; + + float effective_scattering = min(scattering, cloud_self_shading); + + + vec4 light_specular = gl_LightSource[0].specular; + + // If gl_Color.a == 0, this is a back-facing polygon and the + // normal should be reversed. + n = (2.0 * gl_Color.a - 1.0) * normal; + n = normalize(n); + + + NdotL = dot(n, lightDir); + if (NdotL > 0.0) { + float shadowmap = getShadowing(); + color += diffuse_term * NdotL * shadowmap; + NdotHV = max(dot(n, halfVector), 0.0); + if (mat_shininess > 0.0) + specular.rgb = (mat_specular.rgb + * light_specular.rgb + * pow(NdotHV, gl_FrontMaterial.shininess) + * shadowmap); + } + color.a = diffuse_term.a; + // This shouldn't be necessary, but our lighting becomes very + // saturated. Clamping the color before modulating by the texture + // is closer to what the OpenGL fixed function pipeline does. + color = clamp(color, 0.0, 1.0); + + + // Different textures have different have different dimensions. + // Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here. + vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st; + vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t ); + texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc)); + + fragColor = color * texel + specular; + +// here comes the terrain haze model + + +float delta_z = hazeLayerAltitude - eye_alt; +float dist = length(relPos); + +float mvisibility = min(visibility,avisibility); + +if (dist > 0.04 * mvisibility) +{ + +alt = eye_alt; + + +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; + + +// 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 (ct < 0.0) // we look down + { + distance_in_layer = dist; + vAltitude = min(distance_in_layer,mvisibility) * ct; + delta_zv = delta_z - vAltitude; + } + 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;} + vAltitude = min(distance_in_layer,visibility) * ct; + delta_zv = delta_z - vAltitude; + } + } + else // we see the layer from above, delta_z < 0.0 + { + H = dist * -ct; + if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading + { + distance_in_layer = 0.0; + delta_zv = 0.0; + } + else + { + vAltitude = H + delta_z; + distance_in_layer = vAltitude/H * dist; + vAltitude = min(distance_in_layer,visibility) * (-ct); + delta_zv = vAltitude; + } + } + + +// 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; + + +float eqColorFactor; + + + +if (visibility < avisibility) + { + transmission_arg = transmission_arg + (distance_in_layer/visibility); + // this combines the Weber-Fechner intensity + eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering); + + } +else + { + transmission_arg = transmission_arg + (distance_in_layer/avisibility); + // this combines the Weber-Fechner intensity + eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering); + } + + + +transmission = fog_func(transmission_arg, alt); + +// 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; +vec3 hazeColor = get_hazeColor(lightArg); + + + +// now dim the light for haze +eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt); + +// Mie-like factor + +if (lightArg < 10.0) + {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 + +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 + +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* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) )); + +// change haze color to blue hue for strong fogging +//intensity = length(hazeColor); +hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor)))); + + +// 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)); + + + + +// don't let the light fade out too rapidly +lightArg = (terminator + 200000.0)/100000.0; +float minLightIntensity = min(0.2,0.16 * lightArg + 0.5); +vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4); +hazeColor *= eqColorFactor * eShade; +hazeColor.rgb = max(hazeColor.rgb, minLight.rgb); + +// determine the right mix of transmission and haze + +fragColor.rgb = mix(hazeColor, fragColor.rgb,transmission); +} + +fragColor.rgb = filter_combined(fragColor.rgb); + +gl_FragColor = fragColor; +} diff --git a/Shaders/ws30-ALS.vert b/Shaders/ws30-ALS.vert new file mode 100644 index 000000000..e3091b5ff --- /dev/null +++ b/Shaders/ws30-ALS.vert @@ -0,0 +1,233 @@ +// WS30 VERTEX SHADER +// -*-C++-*- +#version 120 + +// Shader that uses OpenGL state values to do per-pixel lighting +// +// The only light used is gl_LightSource[0], which is assumed to be +// directional. +// +// Colors are not assigned in this shader, as they will come from +// the landclass lookup in the fragment shader. +// Haze part added by Thorsten Renk, Oct. 2011 + + +#define MODE_OFF 0 +#define MODE_DIFFUSE 1 +#define MODE_AMBIENT_AND_DIFFUSE 2 + +attribute vec2 orthophotoTexCoord; + +// The constant term of the lighting equation that doesn't depend on +// the surface normal is passed in gl_{Front,Back}Color. The alpha +// component is set to 1 for front, 0 for back in order to work around +// bugs with gl_FrontFacing in the fragment shader. +varying vec4 diffuse_term; +varying vec3 normal; +varying vec3 relPos; +varying vec2 orthoTexCoord; + +varying float yprime_alt; +varying float mie_angle; + +uniform int colorMode; +uniform float hazeLayerAltitude; +uniform float terminator; +uniform float terrain_alt; +uniform float avisibility; +uniform float visibility; +uniform float overcast; +uniform float ground_scattering; +uniform float moonlight; + +void setupShadows(vec4 eyeSpacePos); + +// This is the value used in the skydome scattering shader - use the same here for consistency? +const float EarthRadius = 5800000.0; +const float terminator_width = 200000.0; + + +float earthShade; + +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; + +// use the asymptotics to shorten computations +if (x < -15.0) {return 0.0;} + +return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); +} + + +void main() +{ + + vec4 light_diffuse; + vec4 light_ambient; + vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); + vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight; + + + //float yprime_alt; + float yprime; + float lightArg; + float intensity; + float vertex_alt; + float scattering; + +// this code is copied from default.vert + + //vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; + gl_Position = ftransform(); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + orthoTexCoord = orthophotoTexCoord; + normal = gl_NormalMatrix * gl_Normal; + + // here start computations for the haze layer + // we need several geometrical quantities + + // first current altitude of eye position in model space + vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); + + // and relative position to vector + relPos = gl_Vertex.xyz - ep.xyz; + + // unfortunately, we need the distance in the vertex shader, although the more accurate version + // is later computed in the fragment shader again + float dist = length(relPos); + + // altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m + vertex_alt = max(gl_Vertex.z,100.0); + scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt); + + + // branch dependent on daytime + +if (terminator < 1000000.0) // the full, sunrise and sunset computation +{ + + + // establish coordinates relative to sun position + + vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz; + vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0)); + + + + // yprime is the distance of the vertex into sun direction + yprime = -dot(relPos, lightHorizon); + + // this gets an altitude correction, higher terrain gets to see the sun earlier + yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt); + + // two times terminator width governs how quickly light fades into shadow + // now the light-dimming factor + earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; + + // parametrized version of the Flightgear ground lighting function + lightArg = (terminator-yprime_alt)/100000.0; + + // directional scattering for low sun + if (lightArg < 10.0) + {mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;} + else + {mie_angle = 1.0;} + + + + + light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0); + light_diffuse.g = light_func(lightArg, 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 = light_diffuse * scattering; + + + light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33); + light_ambient.g = light_ambient.r * 0.4/0.33; + light_ambient.b = light_ambient.r * 0.5/0.33; + light_ambient.a = 1.0; + + + + +// correct ambient light intensity and hue before sunrise +if (earthShade < 0.5) + { + //light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade)); + intensity = length(light_ambient.xyz); + + light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) )); + light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade)); + + intensity = length(light_diffuse.xyz); + light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) )); + } + + +// the haze gets the light at the altitude of the haze top if the vertex in view is below +// but the light at the vertex if the vertex is above + +vertex_alt = max(vertex_alt,hazeLayerAltitude); + +if (vertex_alt > hazeLayerAltitude) + { + if (dist > 0.8 * avisibility) + { + vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist)); + yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt); + } + } +else + { + vertex_alt = hazeLayerAltitude; + yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt); + } + +} +else // the faster, full-day version without lightfields +{ + //vertex_alt = max(gl_Vertex.z,100.0); + + earthShade = 1.0; + mie_angle = 1.0; + + if (terminator > 3000000.0) + {light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0); + light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); } + else + { + + lightArg = (terminator/100000.0 - 10.0)/20.0; + light_diffuse.b = 0.78 + lightArg * 0.21; + light_diffuse.g = 0.907 + lightArg * 0.091; + light_diffuse.r = 0.904 + lightArg * 0.092; + light_diffuse.a = 1.0; + + light_ambient.r = 0.316 + lightArg * 0.016; + light_ambient.g = light_ambient.r * 0.4/0.33; + light_ambient.b = light_ambient.r * 0.5/0.33; + light_ambient.a = 1.0; + } + + light_diffuse = light_diffuse * scattering; + yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude); +} + + +// default lighting based on texture and material using the light we have just computed + + diffuse_term = light_diffuse; + vec4 constant_term = (gl_LightModel.ambient + light_ambient); + // Another hack for supporting two-sided lighting without using + // gl_FrontFacing in the fragment shader. + gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0; + gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0; + + setupShadows(gl_ModelViewMatrix * gl_Vertex); +} + + + + diff --git a/Shaders/ws30.frag b/Shaders/ws30.frag index 6c4195a48..64cd58c59 100644 --- a/Shaders/ws30.frag +++ b/Shaders/ws30.frag @@ -4,11 +4,7 @@ #version 130 #extension GL_EXT_texture_array : enable -// written by Thorsten Renk, Oct 2011, based on default.frag -// Ambient term comes in gl_Color.rgb. -varying vec4 diffuse_term; varying vec3 normal; -varying vec3 relPos; uniform sampler2D landclass; uniform sampler2DArray atlas; @@ -16,258 +12,42 @@ uniform sampler1D dimensionsArray; uniform sampler1D diffuseArray; uniform sampler1D specularArray; -varying float yprime_alt; -varying float mie_angle; - - -uniform float visibility; -uniform float avisibility; -uniform float scattering; -uniform float terminator; -uniform float terrain_alt; -uniform float hazeLayerAltitude; -uniform float overcast; -uniform float eye_alt; -uniform float cloud_self_shading; - // Passed from VPBTechnique, not the Effect -uniform int tile_level; uniform float tile_width; uniform float tile_height; -const float EarthRadius = 5800000.0; -const float terminator_width = 200000.0; - -float alt; -float eShade; - -float fog_func (in float targ, in float alt); -vec3 get_hazeColor(in float light_arg); -vec3 filter_combined (in vec3 color) ; - -float getShadowing(); - -float luminance(vec3 color) -{ - return dot(vec3(0.212671, 0.715160, 0.072169), color); -} - - +// See include_fog.frag +uniform int fogType; +vec3 fog_Func(vec3 color, int type); void main() { + vec3 lightDir = gl_LightSource[0].position.xyz; + vec3 halfVector = gl_LightSource[0].halfVector.xyz; + vec4 texel; + vec4 fragColor; // The Landclass for this particular fragment. This can be used to // index into the atlas textures. int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5); - - vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); -// this is taken from default.frag - vec3 n; - float NdotL, NdotHV, fogFactor; - vec3 lightDir = gl_LightSource[0].position.xyz; - vec3 halfVector = gl_LightSource[0].halfVector.xyz; - vec4 texel; - vec4 fragColor; - vec4 specular = vec4(0.0); - float intensity; - float mat_index = float(lc)/512.0; - float mat_shininess = texture(dimensionsArray, mat_index).z; - vec4 mat_diffuse = texture(diffuseArray, mat_index); - vec4 mat_specular = texture(specularArray, mat_index); - vec4 color = mat_diffuse; - - float effective_scattering = min(scattering, cloud_self_shading); - - - vec4 light_specular = gl_LightSource[0].specular; - // If gl_Color.a == 0, this is a back-facing polygon and the // normal should be reversed. - n = (2.0 * gl_Color.a - 1.0) * normal; + vec3 n = (2.0 * gl_Color.a - 1.0) * normal; n = normalize(n); - - - NdotL = dot(n, lightDir); - if (NdotL > 0.0) { - float shadowmap = getShadowing(); - color += diffuse_term * NdotL * shadowmap; - NdotHV = max(dot(n, halfVector), 0.0); - if (mat_shininess > 0.0) - specular.rgb = (mat_specular.rgb - * light_specular.rgb - * pow(NdotHV, gl_FrontMaterial.shininess) - * shadowmap); - } - color.a = diffuse_term.a; - // This shouldn't be necessary, but our lighting becomes very - // saturated. Clamping the color before modulating by the texture - // is closer to what the OpenGL fixed function pipeline does. - color = clamp(color, 0.0, 1.0); - + float NdotL = dot(n, lightDir); + float NdotHV = max(dot(n, halfVector), 0.0); // Different textures have different have different dimensions. // Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here. + vec4 color = texture(diffuseArray, float(lc)/512.0) * NdotL; + vec4 specular = texture(specularArray, float(lc)/512.0); vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st; vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t ); texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc)); - fragColor = color * texel + specular; + fragColor = texel + pow(NdotHV, gl_FrontMaterial.shininess) * gl_LightSource[0].specular * specular; -// here comes the terrain haze model - - -float delta_z = hazeLayerAltitude - eye_alt; -float dist = length(relPos); - -float mvisibility = min(visibility,avisibility); - -if (dist > 0.04 * mvisibility) -{ - -alt = eye_alt; - - -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; - - -// 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 (ct < 0.0) // we look down - { - distance_in_layer = dist; - vAltitude = min(distance_in_layer,mvisibility) * ct; - delta_zv = delta_z - vAltitude; - } - 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;} - vAltitude = min(distance_in_layer,visibility) * ct; - delta_zv = delta_z - vAltitude; - } - } - else // we see the layer from above, delta_z < 0.0 - { - H = dist * -ct; - if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading - { - distance_in_layer = 0.0; - delta_zv = 0.0; - } - else - { - vAltitude = H + delta_z; - distance_in_layer = vAltitude/H * dist; - vAltitude = min(distance_in_layer,visibility) * (-ct); - delta_zv = vAltitude; - } - } - - -// 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; - - -float eqColorFactor; - - - -if (visibility < avisibility) - { - transmission_arg = transmission_arg + (distance_in_layer/visibility); - // this combines the Weber-Fechner intensity - eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering); - - } -else - { - transmission_arg = transmission_arg + (distance_in_layer/avisibility); - // this combines the Weber-Fechner intensity - eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering); - } - - - -transmission = fog_func(transmission_arg, alt); - -// 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; -vec3 hazeColor = get_hazeColor(lightArg); - - - -// now dim the light for haze -eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt); - -// Mie-like factor - -if (lightArg < 10.0) - {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 - -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 - -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* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) )); - -// change haze color to blue hue for strong fogging -//intensity = length(hazeColor); -hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor)))); - - -// 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)); - - - - -// don't let the light fade out too rapidly -lightArg = (terminator + 200000.0)/100000.0; -float minLightIntensity = min(0.2,0.16 * lightArg + 0.5); -vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4); -hazeColor *= eqColorFactor * eShade; -hazeColor.rgb = max(hazeColor.rgb, minLight.rgb); - -// determine the right mix of transmission and haze - -fragColor.rgb = mix(hazeColor, fragColor.rgb,transmission); -} - -fragColor.rgb = filter_combined(fragColor.rgb); - -gl_FragColor = fragColor; + fragColor.rgb = fog_Func(fragColor.rgb, fogType); + gl_FragColor = fragColor; } diff --git a/Shaders/ws30.vert b/Shaders/ws30.vert index e3091b5ff..46ad783dc 100644 --- a/Shaders/ws30.vert +++ b/Shaders/ws30.vert @@ -1,4 +1,4 @@ -// WS30 VERTEX SHADER +// WS30 VERTEX SHADER. Very basic // -*-C++-*- #version 120 @@ -9,223 +9,29 @@ // // Colors are not assigned in this shader, as they will come from // the landclass lookup in the fragment shader. -// Haze part added by Thorsten Renk, Oct. 2011 #define MODE_OFF 0 #define MODE_DIFFUSE 1 #define MODE_AMBIENT_AND_DIFFUSE 2 -attribute vec2 orthophotoTexCoord; // The constant term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha // component is set to 1 for front, 0 for back in order to work around // bugs with gl_FrontFacing in the fragment shader. -varying vec4 diffuse_term; varying vec3 normal; -varying vec3 relPos; -varying vec2 orthoTexCoord; - -varying float yprime_alt; -varying float mie_angle; - -uniform int colorMode; -uniform float hazeLayerAltitude; -uniform float terminator; -uniform float terrain_alt; -uniform float avisibility; -uniform float visibility; -uniform float overcast; -uniform float ground_scattering; -uniform float moonlight; - -void setupShadows(vec4 eyeSpacePos); - -// This is the value used in the skydome scattering shader - use the same here for consistency? -const float EarthRadius = 5800000.0; -const float terminator_width = 200000.0; - - -float earthShade; - -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; - -// use the asymptotics to shorten computations -if (x < -15.0) {return 0.0;} - -return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); -} - void main() { - - vec4 light_diffuse; - vec4 light_ambient; - vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); - vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight; - - - //float yprime_alt; - float yprime; - float lightArg; - float intensity; - float vertex_alt; - float scattering; - -// this code is copied from default.vert - - //vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - orthoTexCoord = orthophotoTexCoord; normal = gl_NormalMatrix * gl_Normal; - // here start computations for the haze layer - // we need several geometrical quantities - - // first current altitude of eye position in model space - vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); - - // and relative position to vector - relPos = gl_Vertex.xyz - ep.xyz; - - // unfortunately, we need the distance in the vertex shader, although the more accurate version - // is later computed in the fragment shader again - float dist = length(relPos); - - // altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m - vertex_alt = max(gl_Vertex.z,100.0); - scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt); - - - // branch dependent on daytime - -if (terminator < 1000000.0) // the full, sunrise and sunset computation -{ - - - // establish coordinates relative to sun position - - vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz; - vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0)); - - - - // yprime is the distance of the vertex into sun direction - yprime = -dot(relPos, lightHorizon); - - // this gets an altitude correction, higher terrain gets to see the sun earlier - yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt); - - // two times terminator width governs how quickly light fades into shadow - // now the light-dimming factor - earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; - - // parametrized version of the Flightgear ground lighting function - lightArg = (terminator-yprime_alt)/100000.0; - - // directional scattering for low sun - if (lightArg < 10.0) - {mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;} - else - {mie_angle = 1.0;} - - - - - light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0); - light_diffuse.g = light_func(lightArg, 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 = light_diffuse * scattering; - - - light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33); - light_ambient.g = light_ambient.r * 0.4/0.33; - light_ambient.b = light_ambient.r * 0.5/0.33; - light_ambient.a = 1.0; - - - - -// correct ambient light intensity and hue before sunrise -if (earthShade < 0.5) - { - //light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade)); - intensity = length(light_ambient.xyz); - - light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) )); - light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade)); - - intensity = length(light_diffuse.xyz); - light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) )); - } - - -// the haze gets the light at the altitude of the haze top if the vertex in view is below -// but the light at the vertex if the vertex is above - -vertex_alt = max(vertex_alt,hazeLayerAltitude); - -if (vertex_alt > hazeLayerAltitude) - { - if (dist > 0.8 * avisibility) - { - vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist)); - yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt); - } - } -else - { - vertex_alt = hazeLayerAltitude; - yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt); - } - -} -else // the faster, full-day version without lightfields -{ - //vertex_alt = max(gl_Vertex.z,100.0); - - earthShade = 1.0; - mie_angle = 1.0; - - if (terminator > 3000000.0) - {light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0); - light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); } - else - { - - lightArg = (terminator/100000.0 - 10.0)/20.0; - light_diffuse.b = 0.78 + lightArg * 0.21; - light_diffuse.g = 0.907 + lightArg * 0.091; - light_diffuse.r = 0.904 + lightArg * 0.092; - light_diffuse.a = 1.0; - - light_ambient.r = 0.316 + lightArg * 0.016; - light_ambient.g = light_ambient.r * 0.4/0.33; - light_ambient.b = light_ambient.r * 0.5/0.33; - light_ambient.a = 1.0; - } - - light_diffuse = light_diffuse * scattering; - yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude); -} - - -// default lighting based on texture and material using the light we have just computed - - diffuse_term = light_diffuse; - vec4 constant_term = (gl_LightModel.ambient + light_ambient); // Another hack for supporting two-sided lighting without using // gl_FrontFacing in the fragment shader. - gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0; - gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0; - - setupShadows(gl_ModelViewMatrix * gl_Vertex); + gl_FrontColor.a = 1.0; + gl_BackColor.a = 0.0; }