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Wake shader effect for Atmospheric Light Scattering framework

This commit is contained in:
Thorsten Renk 2013-08-28 14:58:21 +03:00
parent 74ea8ac7e3
commit e0679636ee
3 changed files with 1130 additions and 0 deletions

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@ -109,14 +109,443 @@
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<ground_scattering>
<use>/environment/surface/scattering</use>
</ground_scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<terrain_alt>
<use>/environment/mean-terrain-elevation-m</use>
</terrain_alt>
<overcast>
<use>/rendering/scene/overcast</use>
</overcast>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<quality_level>
<use>/sim/rendering/shaders/landmass</use>
</quality_level>
<!-- sea colors -->
<sea_r>
<use>/environment/sea/color_r</use>
</sea_r>
<sea_g>
<use>/environment/sea/color_g</use>
</sea_g>
<sea_b>
<use>/environment/sea/color_b</use>
</sea_b>
<!-- END fog include -->
</parameters>
<technique n="5">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/water</property>
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/shaders/water</float-property>
</less-equal>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<color-mode>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<image>
<use>texture[3]/image</use>
</image>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<image>
<use>texture[5]/image</use>
</image>
<filter>
<use>texture[5]/filter</use>
</filter>
<wrap-s>
<use>texture[5]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[5]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
<image>
<use>texture[6]/image</use>
</image>
<filter>
<use>texture[6]/filter</use>
</filter>
<wrap-s>
<use>texture[6]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[6]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>7</unit>
<image>
<use>texture[7]/image</use>
</image>
<filter>
<use>texture[7]/filter</use>
</filter>
<wrap-s>
<use>texture[7]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[7]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[7]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader>Shaders/wake_lightfield.vert</vertex-shader>
<!--<fragment-shader>Shaders/include_fog.frag</fragment-shader>-->
<fragment-shader>Shaders/bowwave_lightfield.frag</fragment-shader>
</program>
<uniform>
<name>water_reflection</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>water_normalmap</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>water_dudvmap</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>water_reflection_grey</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>sea_foam</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>alpha_tex</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>bowwave_nmap</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>saturation</name>
<type>float</type>
<!--<value>0.4</value>-->
<value>
<use>saturation</use>
</value>
</uniform>
<uniform>
<name>Status</name>
<type>int</type>
<value>
<use>status</use>
</value>
<!--<value type="int">0</value> -->
</uniform>
<uniform>
<name>Overcast</name>
<type>float</type>
<value>
<use>overcast</use>
</value>
</uniform>
<uniform>
<name>WindE</name>
<type>float</type>
<value>
<use>windE</use>
</value>
</uniform>
<uniform>
<name>WindN</name>
<type>float</type>
<value>
<use>windN</use>
</value>
</uniform>
<uniform>
<name>spd</name>
<type>float</type>
<value><use>speed-kt</use></value>
</uniform>
<uniform>
<name>hdg</name>
<type>float</type>
<value>
<use>heading-deg</use>
</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value>
<use>ground_scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value>
<use>terrain_alt</use>
</value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value>
<use>overcast</use>
</value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value>
<use>eye_alt</use>
</value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<!-- sea colors -->
<uniform>
<name>sea_r</name>
<type>float</type>
<value>
<use>sea_r</use>
</value>
</uniform>
<uniform>
<name>sea_g</name>
<type>float</type>
<value>
<use>sea_g</use>
</value>
</uniform>
<uniform>
<name>sea_b</name>
<type>float</type>
<value>
<use>sea_b</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value><use>quality_level</use></value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
<technique n="9">
<predicate>
<and>

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@ -0,0 +1,469 @@
// This shader is mostly an adaptation of the shader found at
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
// © Michael Horsch - 2005
// Major update and revisions - 2011-10-07
// © Emilian Huminiuc and Vivian Meazza
// Optimisation - 2012-5-05
// © Emilian Huminiuc and Vivian Meazza
// Ported to the Atmospheric Light Scattering Framework
// by Thorsten Renk, Aug. 2013
#version 120
#define fps2kts 0.5925
uniform sampler2D water_normalmap;
uniform sampler2D water_reflection;
uniform sampler2D water_dudvmap;
uniform sampler2D water_reflection_grey;
uniform sampler2D sea_foam;
uniform sampler2D alpha_tex;
uniform sampler2D bowwave_nmap;
uniform float saturation, Overcast, WindE, WindN, spd, hdg;
uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
uniform int Status;
uniform float hazeLayerAltitude;
uniform float terminator;
uniform float terrain_alt;
uniform float avisibility;
uniform float visibility;
uniform float overcast;
uniform float scattering;
uniform float ground_scattering;
uniform float cloud_self_shading;
uniform float eye_alt;
uniform float fogstructure;
uniform float ice_cover;
uniform float sea_r;
uniform float sea_g;
uniform float sea_b;
uniform int quality_level;
varying vec4 waterTex1; //moving texcoords
varying vec4 waterTex2; //moving texcoords
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
varying vec3 relPos;
varying float earthShade;
varying float yprime_alt;
varying float mie_angle;
varying float steepness;
vec3 specular_light;
const float terminator_width = 200000.0;
const float EarthRadius = 5800000.0;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
/////// functions /////////
float normalize_range(float _val)
{
if (_val > 180.0)
return _val - 360.0;
else
return _val;
}
void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad)
{
//calculate the carrier speed north and east in kts
float speed_north_kts = cos(radians(hdg)) * spd ;
float speed_east_kts = sin(radians(hdg)) * spd ;
//calculate the relative wind speed north and east in kts
float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts;
float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts;
//combine relative speeds north and east to get relative windspeed in kts
rel_wind_speed_kts = sqrt(rel_wind_speed_from_east_kts*rel_wind_speed_from_east_kts
+ rel_wind_speed_from_north_kts*rel_wind_speed_from_north_kts);
//calculate the relative wind direction
float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts));
// rel_wind_from_rad = atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts);
float rel_wind = rel_wind_from_deg - hdg;
rel_wind = normalize_range(rel_wind);
rel_wind_from_rad = radians(rel_wind);
}
void rotationmatrix(in float angle, out mat4 rotmat)
{
rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
sin( angle ), cos( angle ), 0.0, 0.0,
0.0 , 0.0 , 1.0, 0.0,
0.0 , 0.0 , 0.0, 1.0 );
}
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 > 30.0) {return e;}
if (x < -15.0) {return 0.0;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
// this determines how light is attenuated in the distance
// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
// for distance > visibility
float fog_func (in float targ)
{
float fade_mix;
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
// create the illusion of improved visibility range
targ = 1.25 * targ; // need to sync with the distance to which terrain is drawn
if (eye_alt < 30000.0)
{return exp(-targ - targ * targ * targ * targ);}
else if (eye_alt < 50000.0)
{
fade_mix = (eye_alt - 30000.0)/20000.0;
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
}
else
{
return exp(- targ * targ - pow(targ,4.0));
}
}
//////////////////////
void main(void)
{
const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
mat4 RotationMatrix;
float relWindspd=0;
float relWinddir=0;
float dist = length(relPos);
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
float effective_scattering = min(scattering, cloud_self_shading);
// compute relative wind speed and direction
relWind (relWindspd, relWinddir);
rotationmatrix(relWinddir, RotationMatrix);
// compute direction to viewer
vec3 E = normalize(viewerdir);
// compute direction to light source
vec3 L = normalize(lightdir);
// half vector
vec3 H = normalize(L + E);
const float water_shininess = 240.0;
// approximate cloud cover
float cover = 0.0;
//bool Status = true;
float windEffect = relWindspd; //wind speed in kt
// float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; //wind speed in kt
float windScale = 15.0/(5.0 + windEffect); //wave scale
float waveRoughness = 0.05 + smoothstep(0.0, 50.0, windEffect); //wave roughness filter
if (Status == 1){
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
} else {
// hack to allow for Overcast not to be set by Local Weather
if (Overcast == 0){
cover = 5;
} else {
cover = Overcast * 5;
}
}
//vec4 viewt = normalize(waterTex4);
vec4 viewt = vec4(-E, 0.0) * 0.6;
vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale * 2.0) * 2.0 - 1.0;
vec4 dist1 = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale * 2.0) * 2.0 - 1.0;
vec4 fdist = normalize(dist1);
fdist = -fdist;
fdist *= sca;
//normalmap
rotationmatrix(-relWinddir, RotationMatrix);
vec4 nmap0 = texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2) * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0;
vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0;
vec4 nmap3 = texture2D(bowwave_nmap, gl_TexCoord[0].st) * 2.0 - 1.0;
vec4 vNorm = normalize(mix(nmap3, nmap0 + nmap2, 0.3 )* waveRoughness);
vNorm = -vNorm;
//load reflection
vec4 tmp = vec4(lightdir, 0.0);
vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ;
vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp + waterTex1) * 32.0) ;
vec4 refl ;
// cover = 0;
/*if(cover >= 1.5){
refl= normalize(refTex);
}
else
{
refl = normalize(refTexGrey);
refl.r *= (0.75 + 0.15 * cover);
refl.g *= (0.80 + 0.15 * cover);
refl.b *= (0.875 + 0.125 * cover);
refl.a *= 1.0;
}
*/
refl.r = sea_r;
refl.g = sea_g;
refl.b = sea_b;
refl.a = 1.0;
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));
// de-saturate light for overcast haze
intensity = length(refl.rgb);
refl.rgb = mix(refl.rgb, intensity * vec3 (1.0, 1.0, 1.0), 0.5 * smoothstep(0.1, 0.9, overcast));
vec3 N0 = vec3(texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2)* RotationMatrix) * windScale * 2.0) * 2.0 - 1.0);
vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0);
vec3 N2 = vec3(texture2D(bowwave_nmap, gl_TexCoord[0].st)*2.0-1.0);
//vec3 Nf = normalize((normal+N0+N1)*waveRoughness);
vec3 N = normalize(mix(normal+N2, normal+N0+N1, 0.3)* waveRoughness);
N = -N;
// specular
specular_light = gl_Color.rgb;
vec3 specular_color = vec3(specular_light)
* pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
vec4 specular = vec4(specular_color, 0.5);
specular = specular * saturation * 0.3;
//calculate fresnel
vec4 invfres = vec4( dot(vNorm, viewt) );
vec4 fres = vec4(1.0) + invfres;
refl *= fres;
vec4 alpha0 = texture2D(alpha_tex, gl_TexCoord[0].st);
//calculate final colour
vec4 ambient_light;
ambient_light.rgb = max(specular_light.rgb, vec3(0.1, 0.1, 0.1));
ambient_light.a = 1.0;
vec4 finalColor;
finalColor = refl + specular * smoothstep(0.3, 0.6, ground_scattering);
// cover = 0;
/*if(cover >= 1.5){
finalColor = refl + specular;
} else {
finalColor = refl;
}*/
//add foam
float foamSlope = 0.05 + 0.01 * windScale;
//float waveSlope = mix(N0.g, N1.g, 0.25);
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 50.0);
float waveSlope = N.g;
if (windEffect >= 12.0)
if (waveSlope >= foamSlope){
finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(foamSlope, 0.5, N.g));
}
//generate final colour
finalColor *= ambient_light+ alpha0 * 0.35;
float delta_z = hazeLayerAltitude - eye_alt;
if (dist > 40.0)
{
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,min(visibility,avisibility)) * 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)
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility ));
}
else
{
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
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility ));
}
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);
// 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;
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
// now dim the light for haze
float eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
// 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);
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
{
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, eye_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
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
}
finalColor.rgb = mix(eqColorFactor * hazeColor * eShade, finalColor.rgb,transmission);
}
//finalColor.rgb = fog_Func(finalColor.rgb, fogType);
gl_FragColor = vec4(finalColor.rgb, alpha0.a * 1.35);
//gl_FragColor = finalColor;
}

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// This shader is mostly an adaptation of the shader found at
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
// © Michael Horsch - 2005
// Major update and revisions - 2011-10-07
// © Emilian Huminiuc and Vivian Meazza
// Optimisation - 2012-5-05
// © Emilian Huminiuc and Vivian Meazza
// Ported to the Atmospheric Light Scattering Framework
// by Thorsten Renk, Aug. 2013
#version 120
#define fps2kts 0.5925
varying vec4 waterTex1;
varying vec4 waterTex2;
varying vec3 relPos;
varying vec3 rawPos;
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
varying float steepness;
varying float earthShade;
varying float yprime_alt;
varying float mie_angle;
uniform float osg_SimulationTime;
uniform float WindE, WindN, spd, hdg;
uniform float hazeLayerAltitude;
uniform float terminator;
uniform float terrain_alt;
uniform float avisibility;
uniform float visibility;
uniform float overcast;
uniform float ground_scattering;
uniform mat4 osg_ViewMatrixInverse;
vec3 specular_light;
// 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;
/////////////////////////
/////// functions /////////
void relWind(out float rel_wind_speed_kts, float rel_wind_from_deg)
{
//calculate the carrier speed north and east in kts
float speed_north_kts = cos(radians(hdg)) * spd ;
float speed_east_kts = sin(radians(hdg)) * spd ;
//calculate the relative wind speed north and east in kts
float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts;
float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts;
//combine relative speeds north and east to get relative windspeed in kts
rel_wind_speed_kts = sqrt((rel_wind_speed_from_east_kts * rel_wind_speed_from_east_kts) + (rel_wind_speed_from_north_kts * rel_wind_speed_from_north_kts));
//calculate the relative wind direction
rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts));
}
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(void)
{
float relWindspd=0;
float relWinddir=0;
//compute relative wind speed and direction
relWind (relWindspd, relWinddir);
vec3 N = normalize(gl_Normal);
normal = N;
viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
rawPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
vec4 t1 = vec4(osg_SimulationTime*0.005217, 0.0, 0.0, 0.0);
vec4 t2 = vec4(osg_SimulationTime*-0.0012, 0.0, 0.0, 0.0);
float windFactor = -relWindspd * 0.1;
// float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6;
waterTex1 = gl_MultiTexCoord0 + t1 * windFactor;
waterTex2 = gl_MultiTexCoord0 + t2 * windFactor;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = ftransform();
// here start computations for the haze layer
float yprime;
float lightArg;
float intensity;
float vertex_alt;
float scattering;
// 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 = 0.5 + 0.5 * ground_scattering + 0.5* (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 lightHorizon = normalize(vec3(lightdir.x,lightdir.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;
specular_light.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
specular_light.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
specular_light.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
specular_light = max(specular_light * scattering, vec3 (0.05, 0.05, 0.05));
intensity = length(specular_light.rgb);
specular_light.rgb = intensity * normalize(mix(specular_light.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.6,ground_scattering) ));
// correct ambient light intensity and hue before sunrise - seems unnecessary and create artefacts though...
//if (earthShade < 0.5)
//{
//specular_light.rgb = intensity * normalize(mix(specular_light.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
//}
// directional scattering for low sun
if (lightArg < 10.0)
{mie_angle = (0.5 * dot(normalize(relPos), lightdir) ) + 0.5;}
else
{mie_angle = 1.0;}
// 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)
{specular_light = vec3 (1.0, 1.0, 1.0);}
else
{
lightArg = (terminator/100000.0 - 10.0)/20.0;
specular_light.b = 0.78 + lightArg * 0.21;
specular_light.g = 0.907 + lightArg * 0.091;
specular_light.r = 0.904 + lightArg * 0.092;
}
specular_light = specular_light * scattering;
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
}
gl_FrontColor.rgb = specular_light;
gl_BackColor.rgb = gl_FrontColor.rgb;
}