diff --git a/Effects/road.eff b/Effects/road.eff new file mode 100644 index 000000000..3c425bbb6 --- /dev/null +++ b/Effects/road.eff @@ -0,0 +1,15 @@ + + + + Effects/road + Effects/model-combined-deferred + + + + + + Shaders/road-ALS-ultra.frag + + + + diff --git a/Environment/local-weather-rules.xml b/Environment/local-weather-rules.xml index b17762539..4313bb746 100644 --- a/Environment/local-weather-rules.xml +++ b/Environment/local-weather-rules.xml @@ -801,6 +801,45 @@ /environment/tree-season + + + + EnvironmentInterpolator:OSM:Lightmap:Night + gain + + + + /sim/time/sun-angle-rad + 1.45 + + + + + 1.0 + + /environment/lightmap-factor + + + + EnvironmentInterpolator:OSM:Lightmap:Day + gain + + + + + /sim/time/sun-angle-rad + 1.45 + + + + + + 0.0 + + /environment/lightmap-factor + + + EnvironmentInterpolator:Precipitation:Illumination diff --git a/Shaders/road-ALS-ultra.frag b/Shaders/road-ALS-ultra.frag new file mode 100644 index 000000000..7db610a65 --- /dev/null +++ b/Shaders/road-ALS-ultra.frag @@ -0,0 +1,620 @@ +// -*- mode: C; -*- +// Licence: GPL v2 +// Authors: Frederic Bouvier and Gijs de Rooy +// with major additions and revisions by +// Emilian Huminiuc and Vivian Meazza 2011 +// ported to Atmospheric Light Scattering +// by Thorsten Renk, 2013 +// changes for road and traffic rendering +// by Thorsten Renk 2017 +#version 120 + +varying vec3 VBinormal; +varying vec3 VNormal; +varying vec3 VTangent; +varying vec3 rawpos; +varying vec3 reflVec; +varying vec3 vViewVec; +varying vec3 vertVec; + +varying float alpha; + +uniform sampler2D BaseTex; +uniform sampler2D LightMapTex; +uniform sampler2D NormalTex; +uniform sampler2D ReflMapTex; +uniform sampler2D ReflGradientsTex; +uniform sampler3D ReflNoiseTex; +uniform samplerCube Environment; +uniform sampler2D GrainTex; + +uniform int dirt_enabled; +uniform int dirt_multi; +uniform int lightmap_enabled; +uniform int lightmap_multi; +uniform int nmap_dds; +uniform int nmap_enabled; +uniform int refl_enabled; +uniform int refl_type; +uniform int refl_map; +uniform int grain_texture_enabled; +uniform int rain_enabled; +uniform int cloud_shadow_flag; +uniform int use_searchlight; +uniform int use_landing_light; +uniform int use_alt_landing_light; + +uniform float amb_correction; +uniform float dirt_b_factor; +uniform float dirt_g_factor; +uniform float dirt_r_factor; +uniform float lightmap_a_factor; +uniform float lightmap_b_factor; +uniform float lightmap_g_factor; +uniform float lightmap_r_factor; +uniform float nmap_tile; +uniform float refl_correction; +uniform float refl_fresnel; +uniform float refl_fresnel_factor; +uniform float refl_noise; +uniform float refl_rainbow; +uniform float grain_magnification; +uniform float wetness; +uniform float rain_norm; + +uniform float avisibility; +uniform float cloud_self_shading; +uniform float eye_alt; +uniform float ground_scattering; +uniform float hazeLayerAltitude; +uniform float moonlight; +uniform float overcast; +uniform float scattering; +uniform float terminator; +uniform float terrain_alt; +uniform float visibility; +uniform float air_pollution; + +uniform float osg_SimulationTime; + +uniform float landing_light1_offset; +uniform float landing_light2_offset; +uniform float landing_light3_offset; + +uniform bool use_IR_vision; + +// constants needed by the light and fog computations ################################################### + +const float EarthRadius = 5800000.0; +const float terminator_width = 200000.0; + +uniform vec3 lightmap_r_color; +uniform vec3 lightmap_g_color; +uniform vec3 lightmap_b_color; +uniform vec3 lightmap_a_color; + +uniform vec3 dirt_r_color; +uniform vec3 dirt_g_color; +uniform vec3 dirt_b_color; + +float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density); +float shadow_func (in float x, in float y, in float noise, in float dist); +float fog_func (in float targ, in float altitude); +float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt); +float alt_factor(in float eye_alt, in float vertex_alt); +float light_distance_fading(in float dist); +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, in float offsetv); +vec3 filter_combined (in vec3 color) ; +vec3 addLights(in vec3 color1, in vec3 color2); + + +float light_func (in float x, in float a, in float b, in float c, in float d, in float e) + { + 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)); + } + + + + + +void main (void) + { + vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st); + vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * nmap_tile); + vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st); + vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz); + vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st); + + vec4 grainTexel; + + vec3 mixedcolor; + vec3 N = vec3(0.0,0.0,1.0); + + + float pf = 0.0; + float pf1 = 0.0; + ///some generic light scattering parameters + vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); + vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight; + float alt = eye_alt; + float effective_scattering = min(scattering, cloud_self_shading); + + + /// BEGIN geometry for light + + vec3 up = (gl_ModelViewMatrix * vec4(0.0,0.0,1.0,0.0)).xyz; + //vec4 worldPos3D = (osg_ViewMatrixInverse * vec4 (0.0,0.0,0.0, 1.0)); + //worldPos3D.a = 0.0; + //vec3 up = (osg_ViewMatrix * worldPos3D).xyz; + float dist = length(vertVec); + float vertex_alt = max(100.0,dot(up, vertVec) + alt); + float vertex_scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt); + + + vec3 lightHorizon = gl_LightSource[0].position.xyz - up * dot(up,gl_LightSource[0].position.xyz); + float yprime = -dot(vertVec, lightHorizon); + float yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt); + float lightArg = (terminator-yprime_alt)/100000.0; + + float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; + + float mie_angle; + if (lightArg < 10.0) + {mie_angle = (0.5 * dot(normalize(vertVec), normalize(gl_LightSource[0].position.xyz)) ) + 0.5;} + else + {mie_angle = 1.0;} + + float fog_vertex_alt = max(vertex_alt,hazeLayerAltitude); + float fog_yprime_alt = yprime_alt; + if (fog_vertex_alt > hazeLayerAltitude) + { + if (dist > 0.8 * avisibility) + { + fog_vertex_alt = mix(fog_vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist)); + fog_yprime_alt = yprime -sqrt(2.0 * EarthRadius * fog_vertex_alt); + } + } + else + { + fog_vertex_alt = hazeLayerAltitude; + fog_yprime_alt = yprime -sqrt(2.0 * EarthRadius * fog_vertex_alt); + } + + float fog_lightArg = (terminator-fog_yprime_alt)/100000.0; + float fog_earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, fog_yprime_alt) + 0.1; + + float ct = dot(normalize(up), normalize(vertVec)); + + /// END geometry for light + + + /// BEGIN light + vec4 light_diffuse; + vec4 light_ambient; + float intensity; + + 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 * vertex_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; + + if (earthShade < 0.5) + { + intensity = length(light_ambient.rgb); + light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade) )); + light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade)); + + intensity = length(light_diffuse.rgb); + light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) )); + } + + vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); + vec3 ecViewDir = (gl_ModelViewMatrix * (ep - vec4(rawpos, 1.0))).xyz; + vec3 HV = normalize(normalize(gl_LightSource[0].position.xyz) + normalize(ecViewDir)); + + /// END light + + /// BEGIN grain overlay + if (grain_texture_enabled ==1) + { + grainTexel = texture2D(GrainTex, gl_TexCoord[0].st * grain_magnification); + texel.rgb = mix(texel.rgb, grainTexel.rgb, grainTexel.a ); + } + else if (grain_texture_enabled == 2) + { + grainTexel = texture2D(GrainTex, rawpos.xy * grain_magnification); + texel.rgb = mix(texel.rgb, grainTexel.rgb, grainTexel.a ); + } + + /// END grain overlay + + vec3 reflVecN; + + ///BEGIN bump + if (nmap_enabled > 0){ + N = nmap.rgb * 2.0 - 1.0; + // this is exact only for viewing under 90 degrees but much faster than the real solution + reflVecN = normalize (N.x * VTangent + N.y * VBinormal + N.z * reflVec); + N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); + if (nmap_dds > 0) + N = -N; + } else { + N = normalize(VNormal); + reflVecN = reflVec; + } + ///END bump + + + + vec4 reflection = textureCube(Environment, reflVecN ); + vec3 viewVec = normalize(vViewVec); + float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color + vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75)); + vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25)); + + float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz))); + //float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz))); + float nDotHV = max(0.0, dot(N,HV)); + //glare on the backside of tranparent objects + if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0) + && dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) { + nDotVP = max(0.0, dot(-N, normalize(gl_LightSource[0].position.xyz)) * (1.0 -texel.a) ); + nDotHV = max(0.0, dot(-N, HV) * (1.0 -texel.a) ); + } + + float nDotVP1 = 0.0; + float nDotHV1 = 0.0; + + + // try specular reflection of sky irradiance + nDotVP1 = max(0.0, dot(N, up)); + nDotHV1 = max(0.0, dot(N, normalize(normalize(up) + normalize(-vertVec)))); + + + if (nDotVP == 0.0) + {pf = 0.0;} + else + {pf = pow(nDotHV, gl_FrontMaterial.shininess);} + + if (nDotVP1 == 0.0) + {pf1 = 0.0;} + else + {pf1 = pow(nDotHV1, 0.5*gl_FrontMaterial.shininess);} + + + vec3 relPos = (gl_ModelViewMatrixInverse * vec4 (vertVec,0.0)).xyz; + if (cloud_shadow_flag == 1) + { + light_diffuse = light_diffuse * shadow_func(relPos.x, relPos.y, 1.0, dist); + } + + vec3 secondary_light = vec3 (0.0,0.0,0.0); + + if (use_searchlight == 1) + { + secondary_light += searchlight(); + } + if (use_landing_light == 1) + { + secondary_light += landing_light(landing_light1_offset, landing_light3_offset); + } + if (use_alt_landing_light == 1) + { + secondary_light += landing_light(landing_light2_offset, landing_light3_offset); + } + + + vec4 Diffuse = light_diffuse * nDotVP; + Diffuse.rgb += secondary_light * light_distance_fading(dist); + if (use_IR_vision) + { + Diffuse.rgb = max(Diffuse.rgb, vec3 (0.5, 0.5, 0.5)); + } + vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf + gl_FrontMaterial.specular * light_ambient * pf1; + Specular+= gl_FrontMaterial.specular * pow(max(0.0,-dot(N,normalize(vertVec))),gl_FrontMaterial.shininess) * vec4(secondary_light,1.0); + + vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse; + color = clamp( color, 0.0, 1.0 ); + + //////////////////////////////////////////////////////////////////// + //BEGIN reflect + //////////////////////////////////////////////////////////////////// + if (refl_enabled > 0){ + float reflFactor = 0.0; + float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset + + if(refl_map > 0){ + // map the shininess of the object with user input + //float pam = (map.a * -2) + 1; //reverse map + reflFactor = reflmap.a + transparency_offset; + } else if (nmap_enabled > 0) { + // set the reflectivity proportional to shininess with user input + reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset; + } else { + reflFactor = gl_FrontMaterial.shininess* 0.0078125 + transparency_offset; + } + + // enhance low angle reflection by a fresnel term + float fresnel_enhance = (1.0-smoothstep(0.0,0.4, dot(N,-normalize(vertVec)))) * refl_fresnel_factor; + + reflFactor+=fresnel_enhance; + + reflFactor = clamp(reflFactor, 0.0, 1.0); + + // add fringing fresnel and rainbow effects and modulate by reflection + vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v); + //vec4 reflcolor = reflection; + vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v); + vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise); + //vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0); + vec4 raincolor = vec4(noisecolor.rgb, 1.0); + raincolor += Specular; + raincolor *= light_diffuse; + + if (refl_type == 1) + {mixedcolor = mix(texel, raincolor, reflFactor).rgb;} + else if (refl_type == 2) + {mixedcolor = ((texel +(reflcolor * reflFactor))-(0.5*reflFactor)).rgb;} + + } else { + mixedcolor = texel.rgb; + } + ///////////////////////////////////////////////////////////////////// + //END reflect + ///////////////////////////////////////////////////////////////////// + + ////////////////////////////////////////////////////////////////////// + //begin DIRT + ////////////////////////////////////////////////////////////////////// + if (dirt_enabled >= 1){ + vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor); + vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb; + //dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r); + mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r)); + if (dirt_multi > 0) { + //dirtFactor.g = smoothstep(0.0, 1.0, dirtFactor.g); + //dirtFactor.b = smoothstep(0.0, 1.0, dirtFactor.b); + mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g)); + mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b)); + } + } + ////////////////////////////////////////////////////////////////////// + //END Dirt + ////////////////////////////////////////////////////////////////////// + + ////////////////////////////////////////////////////////////////////// + //begin WETNESS + ////////////////////////////////////////////////////////////////////// + + if (rain_enabled >0.0) + { + texel.rgb = texel.rgb * (1.0 - 0.6 * wetness); + float rain_factor = 0.0; + + float rain_orientation = max(dot(VNormal, up),0.0); + + if ((rain_norm > 0.0) && (rain_orientation > 0.0)) + { + rain_factor += DotNoise2D(rawpos.xy, 0.2 ,0.5, rain_norm) * abs(sin(6.0*osg_SimulationTime)); + rain_factor += DotNoise2D(rawpos.xy, 0.3 ,0.4, rain_norm) * abs(sin(6.0*osg_SimulationTime + 2.094)); + rain_factor += DotNoise2D(rawpos.xy, 0.4 ,0.3, rain_norm)* abs(sin(6.0*osg_SimulationTime + 4.188)); + } + + + + // secondary reflection of sky irradiance in water film + float fresnelW = ((0.8 * wetness) ) * (1.0-smoothstep(0.0,0.4, dot(N,-normalize(vertVec)) * 1.0 - 0.2 * rain_factor * wetness)); + float sky_factor = (1.0-ct*ct); + vec3 sky_light = vec3 (1.0,1.0,1.0) * length(light_diffuse.rgb) * (1.0-effective_scattering); + Specular.rgb += sky_factor * fresnelW * sky_light; + } + ///////////////////////////////////////////////////////////////////// + //end WETNESS + ////////////////////////////////////////////////////////////////////// + + + // set ambient adjustment to remove bluiness with user input + float ambient_offset = clamp(amb_correction, -1.0, 1.0); + //vec4 ambient = gl_LightModel.ambient + gl_LightSource[0].ambient; + vec4 ambient = gl_LightModel.ambient + light_ambient; + vec4 ambient_Correction = vec4(ambient.rg, ambient.b * 0.6, 1.0) + * ambient_offset ; + ambient_Correction = clamp(ambient_Correction, -1.0, 1.0); + + color.a = texel.a * alpha; + vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a); + + fragColor += Specular * nmap.a; + + ////////////////////////////////////////////////////////////////////// + // BEGIN lightmap + ////////////////////////////////////////////////////////////////////// + if ( lightmap_enabled >= 1 ) { + vec3 lightmapcolor = vec3(0.0); + vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, + lightmap_b_factor, lightmap_a_factor); + lightmapFactor = lightmapFactor * lightmapTexel; + if (lightmap_multi > 0 ){ + //lightmapcolor = lightmap_r_color * lightmapFactor.r + + // lightmap_g_color * lightmapFactor.g + + // lightmap_b_color * lightmapFactor.b + + // lightmap_a_color * lightmapFactor.a ; + + lightmapcolor = lightmap_r_color * lightmapFactor.r; + lightmapcolor = addLights(lightmapcolor, lightmap_g_color * lightmapFactor.g); + lightmapcolor = addLights(lightmapcolor, lightmap_b_color * lightmapFactor.b); + lightmapcolor = addLights(lightmapcolor, lightmap_a_color * lightmapFactor.a); + + + } else { + lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r; + } + fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * smoothstep(0.0, 1.0, mixedcolor*.5 + lightmapcolor*.5)); + } + ////////////////////////////////////////////////////////////////////// + // END lightmap + ///////////////////////////////////////////////////////////////////// + + + /// BEGIN fog amount + + float transmission; + float vAltitude; + float delta_zv; + float H; + float distance_in_layer; + float transmission_arg; + float eqColorFactor; + + float delta_z = hazeLayerAltitude - eye_alt; + float mvisibility = min(visibility, avisibility); + + if (dist > 0.04 * mvisibility) + { + 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; + } + } + + transmission_arg = (dist-distance_in_layer)/avisibility; + + + if (visibility < avisibility) + { + transmission_arg = transmission_arg + (distance_in_layer/visibility); + eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering); + } + else + { + transmission_arg = transmission_arg + (distance_in_layer/avisibility); + eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering); + } + transmission = fog_func(transmission_arg, alt); + if (eqColorFactor < 0.2) eqColorFactor = 0.2; + } + else + { + eqColorFactor = 1.0; + transmission = 1.0; + } + + /// END fog amount + + /// BEGIN fog color + + vec3 hazeColor = get_hazeColor(fog_lightArg); + + float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0); + float lightIntensity = length(hazeColor * effective_scattering) * rShade; + + if (transmission< 1.0) + { + + + + if (fog_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)) ); + } + + intensity = length(hazeColor); + hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt))); + + hazeColor.r = hazeColor.r * 0.83; + hazeColor.g = hazeColor.g * 0.9; + + 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,fog_earthShade) )); + hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor)))); + + float shadow = mix( min(1.0 + dot(VNormal,gl_LightSource[0].position.xyz),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)); + } + else + { + hazeColor = vec3 (1.0, 1.0, 1.0); + } + + if (use_IR_vision) + { + //hazeColor.rgb = max(hazeColor.rgb, vec3 (0.5, 0.5, 0.5)); + } + + + /// END fog color + fragColor = clamp(fragColor, 0.0, 1.0); + hazeColor = clamp(hazeColor, 0.0, 1.0); + + ///BEGIN Rayleigh fog /// + + // Rayleigh color shift due to out-scattering + float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z); + float outscatter = 1.0-exp(-dist/rayleigh_length); + fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter); + + vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity; + float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z); + fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength); + + /// END Rayleigh fog + + // 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 * fog_earthShade; + hazeColor.rgb = max(hazeColor.rgb, minLight.rgb); + + + fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission); + + + fragColor.rgb = filter_combined(fragColor.rgb); + //gl_FragColor = vec4 (1.0, 0.0, 0.0,1.0); + gl_FragColor = fragColor; + }