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I forgot that the ocean depth was in the alpha channel but work around that by using the RGB colors to do the same

This commit is contained in:
Erik Hofman 2021-05-02 13:01:52 +02:00
parent f4edb0e362
commit d145a52ac1

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@ -45,7 +45,7 @@ uniform float normalmap_dds;
uniform float hazeLayerAltitude;
uniform float terminator;
uniform float terrain_alt;
uniform float terrain_alt;
uniform float avisibility;
uniform float visibility;
uniform float overcast;
@ -220,7 +220,9 @@ void main(void)
// get depth map
vec4 topoTexel = texture2D(topo_map, TopoUV);
float floorMixFactor = smoothstep(0.3, 0.985, topoTexel.a);
float topoTexel_a = (topoTexel.r+topoTexel.g+topoTexel.b);
topoTexel_a = topoTexel_a*topoTexel_a;
float floorMixFactor = smoothstep(0.3, 0.985, topoTexel_a);
vec3 floorColour = topoTexel.rgb;
mat4 RotationMatrix;
@ -256,7 +258,7 @@ void main(void)
// we only need detail in the near zone or where the sun reflection is
int detail_flag;
if ((dist > 15000.0) && (dot(normalize(vec3 (lightdir.x, lightdir.y, 0.0) ), normalize(relPos)) < 0.7 )) {detail_flag = 0;}
if ((dist > 15000.0) && (dot(normalize(vec3 (lightdir.x, lightdir.y, 0.0) ), normalize(relPos)) < 0.7 )) {detail_flag = 0;}
else {detail_flag = 1;}
//detail_flag = 1;
@ -365,19 +367,19 @@ void main(void)
refl.r = sea_r;
refl.g = sea_g;
refl.b = sea_b;
refl.a = 1.0;
refl.a = 1.0;
refl.g = refl.g * (0.9 + 0.2* noise_2500m);
// the depth map works perfectly fine for both ocean and inland water texels
// the depth map works perfectly fine for both ocean and inland water texels
refl.rgb = mix(refl.rgb, 0.65* floorColour, floorMixFactor);
refl.rgb = refl.rgb * (0.5 + 0.5 * smoothstep(0.0,0.3,topoTexel.a));
refl.rgb = refl.rgb * (0.5 + 0.5 * smoothstep(0.0,0.3,topoTexel_a));
float intensity;
// de-saturate for reduced light
refl.rgb = mix(refl.rgb, vec3 (0.248, 0.248, 0.248), 1.0 - smoothstep(0.1, 0.8, ground_scattering));
refl.rgb = mix(refl.rgb, vec3 (0.248, 0.248, 0.248), 1.0 - smoothstep(0.1, 0.8, ground_scattering));
// de-saturate light for overcast haze
intensity = length(refl.rgb);
@ -457,7 +459,7 @@ void main(void)
// compute cloud shadow effect
float shadowValue;
if (cloud_shadow_flag == 1)
if (cloud_shadow_flag == 1)
{
shadowValue = shadow_func(relPos.x, relPos.y, 0.3 * noise_250m + 0.5 * noise_500m+0.2 * noise_1500m, dist);
specular = specular * shadowValue;
@ -518,12 +520,12 @@ void main(void)
surfFact += washStrength;
if ((windEffect >= 8.0) || (steepness < 0.999) || (topoTexel.a > 0.98) || (washStrength > 0.5))
{
if ((waveSlope > 0.0) && (ocean_flag ==1))
if ((windEffect >= 8.0) || (steepness < 0.999) || (topoTexel_a > 0.98) || (washStrength > 0.5))
{
if ((waveSlope > 0.0) && (ocean_flag ==1))
{
surfFact = surfFact +(1.0 -smoothstep(0.97,1.0,steepness));
surfFact += 0.5 * smoothstep(0.98,1.0,topoTexel.a);
surfFact += 0.5 * smoothstep(0.98,1.0,topoTexel_a);
}
waveSlope = waveSlope + 2.0 * surfFact;
@ -545,7 +547,7 @@ void main(void)
finalColor = mix(finalColor, ice_texel, mix_factor * ice_texel.a);
finalColor.a = 1.0;
@ -563,7 +565,7 @@ void main(void)
float outscatter;
if ((quality_level > 5) && (tquality_level > 5))
{
{
rayleigh_length = 0.4 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
outscatter = 1.0-exp(-dist/rayleigh_length);
finalColor.rgb = rayleigh_out_shift(finalColor.rgb,outscatter);
@ -588,7 +590,7 @@ void main(void)
float delta_z = hazeLayerAltitude - eye_alt;
float mvisibility = min(visibility,avisibility);
if (dist > 0.04 * mvisibility)
if (dist > 0.04 * mvisibility)
{
@ -608,7 +610,7 @@ float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
if (delta_z > 0.0) // we're inside the layer
{
if (ct < 0.0) // we look down
if (ct < 0.0) // we look down
{
distance_in_layer = dist;
vAltitude = min(distance_in_layer,mvisibility) * ct;
@ -634,10 +636,10 @@ if (delta_z > 0.0) // we're inside the layer
else
{
vAltitude = H + delta_z;
distance_in_layer = vAltitude/H * dist;
distance_in_layer = vAltitude/H * dist;
vAltitude = min(distance_in_layer,visibility) * (-ct);
delta_zv = vAltitude;
}
}
}
@ -663,7 +665,7 @@ if (visibility < avisibility)
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
}
else
else
{
if (quality_level > 3)
{
@ -694,7 +696,7 @@ float eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_
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)) );
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
@ -709,16 +711,16 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
// blue hue of haze
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
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) ));
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
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
}