Vertical offset for ALS landing lights by Wayne Bragg
This commit is contained in:
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354b0947e0
commit
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30 changed files with 179 additions and 101 deletions
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@ -420,6 +420,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -250,6 +250,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -325,6 +325,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -914,6 +914,11 @@ please see Docs/README.model-combined.eff for documentation
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -36,6 +36,7 @@
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<use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light>
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<landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset>
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<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
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<landing_light3_offset><use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use></landing_light3_offset>
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
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<!-- END fog include -->
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@ -198,6 +199,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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@ -289,6 +289,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -292,6 +292,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -25,6 +25,7 @@
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<use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light>
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<landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset>
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<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
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<landing_light3_offset><use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use></landing_light3_offset>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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</parameters>
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<technique n="8">
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@ -151,6 +152,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>use_searchlight</name>
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<type>int</type>
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@ -127,6 +127,7 @@
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<use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light>
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<landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset>
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<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
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<landing_light3_offset><use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use></landing_light3_offset>
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
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<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
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@ -473,6 +474,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -56,6 +56,7 @@
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<use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light>
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<landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset>
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<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
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<landing_light3_offset><use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use></landing_light3_offset>
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<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
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<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
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<cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x>
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@ -259,6 +260,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -700,6 +706,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -1141,6 +1152,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -386,6 +386,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -851,6 +856,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -604,6 +604,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -597,6 +597,11 @@
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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@ -49,6 +49,7 @@ uniform float uv_xoffset;
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uniform float uv_yoffset;
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uniform float landing_light1_offset;
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uniform float landing_light2_offset;
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uniform float landing_light3_offset;
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uniform float dust_resistance;
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uniform float WindE;
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@ -87,7 +88,7 @@ float fog_backscatter(in float avisibility);
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vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
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vec3 get_hazeColor(in float light_arg);
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vec3 searchlight();
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vec3 landing_light(in float offset);
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vec3 landing_light(in float offset, in float offsetv);
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@ -437,11 +438,11 @@ if ((dist < 5000.0)&& (quality_level > 3) && (combined_wetness>0.0))
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}
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if (use_landing_light == 1)
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{
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secondary_light += landing_light(landing_light1_offset);
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secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
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}
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if (use_alt_landing_light == 1)
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{
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secondary_light += landing_light(landing_light2_offset);
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secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
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}
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color.rgb +=secondary_light * light_distance_fading(dist);
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@ -38,6 +38,7 @@ uniform float air_pollution;
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uniform float season;
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uniform float landing_light1_offset;
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uniform float landing_light2_offset;
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uniform float landing_light3_offset;
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uniform int quality_level;
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uniform int tquality_level;
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vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
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vec3 get_hazeColor(in float light_arg);
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vec3 searchlight();
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vec3 landing_light(in float offset);
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vec3 landing_light(in float offset, in float offsetv);
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}
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if (use_landing_light == 1)
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{
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secondary_light += landing_light(landing_light1_offset);
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secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
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}
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if (use_alt_landing_light == 1)
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{
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secondary_light += landing_light(landing_light2_offset);
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secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
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}
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color.rgb +=secondary_light * light_distance_fading(dist);
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uniform float cloud_self_shading;
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uniform float landing_light1_offset;
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uniform float landing_light2_offset;
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uniform float landing_light3_offset;
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uniform float air_pollution;
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float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
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vec3 searchlight();
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vec3 landing_light(in float offset);
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vec3 landing_light(in float offset, in float offsetv);
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vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
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vec3 get_hazeColor(in float light_arg);
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}
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if (use_landing_light == 1)
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{
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secondary_light += landing_light(landing_light1_offset);
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secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
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}
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if (use_alt_landing_light == 1)
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{
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secondary_light += landing_light(landing_light2_offset);
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secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
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}
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color.rgb +=secondary_light * light_distance_fading(dist);
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fragColor = color * texel + specular;
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@ -322,7 +322,6 @@ float lightArg = (terminator-yprime_alt)/100000.0;
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vec3 hazeColor = get_hazeColor(lightArg);
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// Rayleigh color shifts
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if ((quality_level > 5) && (tquality_level > 5))
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@ -338,14 +337,13 @@ vec3 hazeColor = get_hazeColor(lightArg);
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fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
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}
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// here comes the terrain haze model
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// here comes the terrain haze model
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float delta_z = hazeLayerAltitude - eye_alt;
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float mvisibility = min(visibility, avisibility);
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if (dist > 0.04 * mvisibility)
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{
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alt = eye_alt;
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eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
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}
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transmission = fog_func(transmission_arg, alt);
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// there's always residual intensity, we should never be driven to zero
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if (eqColorFactor < 0.2) eqColorFactor = 0.2;
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// now dim the light for haze
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eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
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@ -490,6 +482,7 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
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hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
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}
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// don't let the light fade out too rapidly
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lightArg = (terminator + 200000.0)/100000.0;
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float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
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fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility) , fragColor.rgb,transmission);
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}
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gl_FragColor = fragColor;
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}
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@ -26,6 +26,7 @@ uniform float cloud_self_shading;
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uniform float air_pollution;
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uniform float landing_light1_offset;
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uniform float landing_light2_offset;
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uniform float landing_light3_offset;
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uniform int quality_level;
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uniform int tquality_level;
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@ -51,7 +52,7 @@ float fog_backscatter(in float avisibility);
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vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
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vec3 get_hazeColor(in float light_arg);
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vec3 searchlight();
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vec3 landing_light(in float offset);
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vec3 landing_light(in float offset, in float offsetv);
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float luminance(vec3 color)
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@ -129,11 +130,11 @@ void main()
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}
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if (use_landing_light == 1)
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{
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secondary_light += landing_light(landing_light1_offset);
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secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
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}
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if (use_alt_landing_light == 1)
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{
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secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
if (dist > 2.0) // we don't want to light the cockpit...
|
||||
{color.rgb +=secondary_light * light_distance_fading(dist);}
|
||||
|
|
|
@ -75,6 +75,7 @@ uniform float osg_SimulationTime;
|
|||
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
|
||||
// constants needed by the light and fog computations ###################################################
|
||||
|
||||
|
@ -101,7 +102,7 @@ float fog_backscatter(in float avisibility);
|
|||
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
|
||||
vec3 get_hazeColor(in float lightArg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
|
||||
|
||||
|
||||
|
@ -287,11 +288,11 @@ void main (void)
|
|||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset);
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -44,6 +44,7 @@ uniform float dust_resistance;
|
|||
uniform float slopeline_strength;
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
uniform vec3 base_color;
|
||||
|
@ -79,7 +80,7 @@ float fog_backscatter(in float avisibility);
|
|||
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
|
||||
vec3 get_hazeColor(in float light_arg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
|
@ -466,11 +467,11 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
|
|||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset);
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
color.rgb +=secondary_light * light_distance_fading(dist);
|
||||
|
||||
|
|
|
@ -35,6 +35,7 @@ uniform float cloud_self_shading;
|
|||
uniform float uvstretch;
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
uniform float air_pollution;
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
|
@ -64,7 +65,7 @@ float fog_backscatter(in float avisibility);
|
|||
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
|
||||
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
|
||||
vec3 get_hazeColor(in float light_arg);
|
||||
|
||||
|
@ -272,11 +273,11 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
|||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset);
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
color.rgb +=secondary_light * light_distance_fading(dist);
|
||||
|
||||
|
@ -304,10 +305,8 @@ float lightArg = (terminator-yprime_alt)/100000.0;
|
|||
}
|
||||
|
||||
|
||||
|
||||
// here comes the terrain haze model
|
||||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float mvisibility = min(visibility, avisibility);
|
||||
|
||||
|
@ -412,8 +411,6 @@ transmission = fog_func(transmission_arg, alt);
|
|||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
|
||||
|
||||
|
||||
|
||||
// Mie-like factor
|
||||
|
||||
if (lightArg < 10.0)
|
||||
|
@ -463,13 +460,8 @@ hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
|||
|
||||
fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
}
|
||||
|
|
|
@ -54,8 +54,7 @@ if (angularDist < lightRadius)
|
|||
else return vec3 (0.0,0.0,0.0);
|
||||
}
|
||||
|
||||
|
||||
vec3 landing_light(in float offset)
|
||||
vec3 landing_light(in float offset, in float offsetv)
|
||||
{
|
||||
|
||||
float fov_h = field_of_view;
|
||||
|
@ -69,7 +68,7 @@ else
|
|||
{yaw_offset = view_heading_offset;}
|
||||
|
||||
float x_offset = (float(display_xsize) / fov_h * (yaw_offset + offset));
|
||||
float y_offset = -(float(display_ysize) / fov_v * view_pitch_offset);
|
||||
float y_offset = -(float(display_ysize) / fov_v * (view_pitch_offset + offsetv));
|
||||
|
||||
vec2 center = vec2 (float(display_xsize) * 0.5 + x_offset, float(display_ysize) * 0.4 + y_offset);
|
||||
|
||||
|
|
|
@ -27,6 +27,7 @@ uniform float cloud_self_shading;
|
|||
uniform float horizon_roughness;
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
|
||||
uniform int use_searchlight;
|
||||
uniform int use_landing_light;
|
||||
|
@ -38,7 +39,7 @@ float Noise2D(in vec2 coord, in float wavelength);
|
|||
float fog_backscatter(in float avisibility);
|
||||
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
|
@ -242,11 +243,11 @@ color = mix(color, terrainHazeColor ,smoothstep(hazeBlendAngle + ctterrain, 0.0+
|
|||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset);
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -26,6 +26,7 @@ uniform float cloud_self_shading;
|
|||
uniform float air_pollution;
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
|
||||
uniform int quality_level;
|
||||
uniform int tquality_level;
|
||||
|
@ -51,7 +52,7 @@ float fog_backscatter(in float avisibility);
|
|||
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
|
||||
vec3 get_hazeColor(in float light_arg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
|
||||
|
||||
float luminance(vec3 color)
|
||||
|
@ -140,11 +141,11 @@ void main()
|
|||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset);
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
if (dist > 2.0) // we don't want to light the cockpit...
|
||||
{color.rgb +=secondary_light * light_distance_fading(dist);}
|
||||
|
|
|
@ -77,6 +77,7 @@ uniform float osg_SimulationTime;
|
|||
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
|
||||
// constants needed by the light and fog computations ###################################################
|
||||
|
||||
|
@ -103,7 +104,7 @@ float fog_backscatter(in float avisibility);
|
|||
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
|
||||
vec3 get_hazeColor(in float lightArg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
|
||||
|
||||
|
||||
|
@ -314,11 +315,11 @@ void main (void)
|
|||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset);
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -51,6 +51,7 @@ uniform float WindE;
|
|||
uniform float WindN;
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
uniform int wind_effects;
|
||||
|
@ -83,7 +84,7 @@ float fog_backscatter(in float avisibility);
|
|||
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
|
||||
vec3 get_hazeColor(in float light_arg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
|
||||
|
||||
|
||||
|
@ -463,11 +464,11 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
|
|||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset);
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
color.rgb +=secondary_light * light_distance_fading(dist);
|
||||
|
||||
|
|
|
@ -28,6 +28,7 @@ uniform float dust_cover_factor;
|
|||
uniform float air_pollution;
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
uniform float cseason;
|
||||
|
||||
uniform int use_searchlight;
|
||||
|
@ -49,7 +50,7 @@ float fog_backscatter(in float avisibility);
|
|||
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
|
||||
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
vec3 get_hazeColor(in float light_arg);
|
||||
|
||||
float luminance(vec3 color)
|
||||
|
@ -197,11 +198,11 @@ void main()
|
|||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset);
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -27,6 +27,7 @@ uniform float dust_cover_factor;
|
|||
uniform float air_pollution;
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
uniform float cseason;
|
||||
|
||||
uniform int use_searchlight;
|
||||
|
@ -48,7 +49,7 @@ float fog_backscatter(in float avisibility);
|
|||
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
|
||||
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
vec3 get_hazeColor(in float light_arg);
|
||||
|
||||
|
||||
|
@ -168,11 +169,11 @@ void main()
|
|||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset);
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -47,7 +47,7 @@ uniform float cloud_self_shading;
|
|||
uniform float air_pollution;
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
|
||||
uniform float landing_light3_offset;
|
||||
|
||||
uniform vec3 night_color;
|
||||
|
||||
|
@ -83,8 +83,7 @@ float fog_backscatter(in float avisibility);
|
|||
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
|
||||
vec3 get_hazeColor(in float light_arg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
|
||||
|
||||
void QDM(inout vec3 p, inout vec3 v)
|
||||
|
@ -308,11 +307,11 @@ if (gquality_level > 2)
|
|||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset);
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
ambient_light = clamp(ambient_light,0.0,1.0);
|
||||
ambient_light.rgb +=secondary_light * light_distance_fading(dist);
|
||||
|
|
|
@ -61,6 +61,7 @@ uniform float sea_b;
|
|||
uniform float air_pollution;
|
||||
uniform float landing_light1_offset;
|
||||
uniform float landing_light2_offset;
|
||||
uniform float landing_light3_offset;
|
||||
|
||||
uniform int quality_level;
|
||||
uniform int tquality_level;
|
||||
|
@ -90,7 +91,7 @@ float fog_backscatter(in float avisibility);
|
|||
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
|
||||
vec3 get_hazeColor(in float light_arg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
vec3 landing_light(in float offset, in float offsetv);
|
||||
|
||||
//////////////////////
|
||||
|
||||
|
@ -470,11 +471,11 @@ void main(void)
|
|||
}
|
||||
if (use_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light1_offset);
|
||||
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
||||
}
|
||||
if (use_alt_landing_light == 1)
|
||||
{
|
||||
secondary_light += landing_light(landing_light2_offset);
|
||||
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -289,6 +289,7 @@ Started September 2000 by David Megginson, david@megginson.com
|
|||
<use-alt-landing-light type="bool">false</use-alt-landing-light>
|
||||
<landing-light1-offset-deg type="float">0.0</landing-light1-offset-deg>
|
||||
<landing-light2-offset-deg type="float">0.0</landing-light2-offset-deg>
|
||||
<landing-light3-offset-deg type="float">0.0</landing-light3-offset-deg>
|
||||
<use-flashlight type="int">0</use-flashlight>
|
||||
</als-secondary-lights>
|
||||
</rendering>
|
||||
|
|
Loading…
Reference in a new issue