From f025dd3e326bed5b6b2b4c708221f9ba24400a32 Mon Sep 17 00:00:00 2001 From: Vivian Meazza Date: Sun, 28 Apr 2013 09:25:17 +0100 Subject: [PATCH] Tidy up formatting after reinstating Rainbow effect Signed-off-by: Vivian Meazza --- Shaders/ubershader-lightfield.frag | 650 ++++++++++++++--------------- 1 file changed, 325 insertions(+), 325 deletions(-) diff --git a/Shaders/ubershader-lightfield.frag b/Shaders/ubershader-lightfield.frag index c0ac28ac5..f62b6f5e3 100644 --- a/Shaders/ubershader-lightfield.frag +++ b/Shaders/ubershader-lightfield.frag @@ -55,17 +55,17 @@ uniform float refl_rainbow; uniform float grain_magnification; -uniform float avisibility; +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 ground_scattering; +uniform float hazeLayerAltitude; +uniform float moonlight; +uniform float overcast; +uniform float scattering; +uniform float terminator; +uniform float terrain_alt; +uniform float visibility; // constants needed by the light and fog computations ################################################### @@ -85,382 +85,382 @@ uniform vec3 dirt_b_color; // uniform mat4 osg_ViewMatrix; 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)); -} + { + 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)); + } float fog_func (in float targ, in float altitude) -{ - float fade_mix; + { + float fade_mix; - targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which objects are drawn unfogged + targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which objects are drawn unfogged - if (altitude < 30000.0) - {return exp(-targ - targ * targ * targ * targ);} - else if (altitude < 50000.0) - { - fade_mix = (altitude - 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)); - } + if (altitude < 30000.0) + {return exp(-targ - targ * targ * targ * targ);} + else if (altitude < 50000.0) + { + fade_mix = (altitude - 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) -{ - 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 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; + vec4 grainTexel; - vec3 mixedcolor; - vec3 N = vec3(0.0,0.0,1.0); - float pf = 0.0; -///some generic light scattering parameters - vec3 shadedFogColor = vec3(0.65, 0.67, 0.78); - 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 mixedcolor; + vec3 N = vec3(0.0,0.0,1.0); + float pf = 0.0; + ///some generic light scattering parameters + vec3 shadedFogColor = vec3(0.65, 0.67, 0.78); + vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight; + float alt = eye_alt; + float effective_scattering = min(scattering, cloud_self_shading); - 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; + /// BEGIN geometry for light - float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; + 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); - 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; + 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 ct = dot(normalize(up), normalize(vertVec)); + float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; -/// END geometry for light - - -/// BEGIN light - vec4 light_diffuse; - vec4 light_ambient; - float intensity; + 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)); + 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) )); - } + intensity = length(light_diffuse.rgb); + light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) )); + } -/// END light - -/// BEGIN grain overlay - if (grain_texture_enabled > 0) - { - grainTexel = texture2D(GrainTex, gl_TexCoord[0].st * grain_magnification); - texel.rgb = mix(texel.rgb, grainTexel.rgb, grainTexel.a ); - } -/// END grain overlay + /// END light -///BEGIN bump - if (nmap_enabled > 0 && shader_qual > 2){ - N = nmap.rgb * 2.0 - 1.0; - N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); - if (nmap_dds > 0) - N = -N; - } else { - N = normalize(VNormal); - } -///END bump - vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal)); - 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)); + /// BEGIN grain overlay + if (grain_texture_enabled > 0) + { + grainTexel = texture2D(GrainTex, gl_TexCoord[0].st * grain_magnification); + texel.rgb = mix(texel.rgb, grainTexel.rgb, grainTexel.a ); + } + /// END grain overlay - 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))); - //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))); - nDotHV = max(0.0, dot(-N, normalize(gl_LightSource[0].halfVector.xyz))); - } + ///BEGIN bump + if (nmap_enabled > 0 && shader_qual > 2){ + N = nmap.rgb * 2.0 - 1.0; + N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); + if (nmap_dds > 0) + N = -N; + } else { + N = normalize(VNormal); + } + ///END bump + vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal)); + 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)); - if (nDotVP == 0.0) - pf = 0.0; - else - pf = pow(nDotHV, gl_FrontMaterial.shininess); + 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))); + //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))); + nDotHV = max(0.0, dot(-N, normalize(gl_LightSource[0].halfVector.xyz))); + } - //vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP; - vec4 Diffuse = light_diffuse * nDotVP; - //vec4 Specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pf; - vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf; + if (nDotVP == 0.0) + pf = 0.0; + else + pf = pow(nDotHV, gl_FrontMaterial.shininess); - vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse; - color += Specular * gl_FrontMaterial.specular * nmap.a; - color = clamp( color, 0.0, 1.0 ); + //vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP; + vec4 Diffuse = light_diffuse * nDotVP; + //vec4 Specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pf; + vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf; -//////////////////////////////////////////////////////////////////// -//BEGIN reflect -//////////////////////////////////////////////////////////////////// - if (refl_enabled > 0 && shader_qual > 1){ - float reflFactor = 0.0; - float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset + vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse; + color += Specular * gl_FrontMaterial.specular * nmap.a; + color = clamp( color, 0.0, 1.0 ); - 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 && shader_qual > 2) { - // 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; - } - reflFactor = clamp(reflFactor, 0.0, 1.0); + //////////////////////////////////////////////////////////////////// + //BEGIN reflect + //////////////////////////////////////////////////////////////////// + if (refl_enabled > 0 && shader_qual > 1){ + float reflFactor = 0.0; + float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset - // add fringing fresnel and rainbow effects and modulate by reflection - vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v); - //vec4 reflcolor = reflection; - reflcolor += Specular * nmap.a; - vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v); - vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise); - vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0); - raincolor += Specular * nmap.a; - raincolor *= light_diffuse; - mixedcolor = mix(texel, raincolor, reflFactor).rgb; - } else { - mixedcolor = texel.rgb; - } - ///////////////////////////////////////////////////////////////////// - //END reflect - ///////////////////////////////////////////////////////////////////// + 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 && shader_qual > 2) { + // 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; + } + reflFactor = clamp(reflFactor, 0.0, 1.0); - ////////////////////////////////////////////////////////////////////// - //begin DIRT - ////////////////////////////////////////////////////////////////////// - if (dirt_enabled > 0.0){ - 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 - ////////////////////////////////////////////////////////////////////// + // add fringing fresnel and rainbow effects and modulate by reflection + vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v); + //vec4 reflcolor = reflection; + reflcolor += Specular * nmap.a; + vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v); + vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise); + vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0); + raincolor += Specular * nmap.a; + raincolor *= light_diffuse; + mixedcolor = mix(texel, raincolor, reflFactor).rgb; + } else { + mixedcolor = texel.rgb; + } + ///////////////////////////////////////////////////////////////////// + //END reflect + ///////////////////////////////////////////////////////////////////// + + ////////////////////////////////////////////////////////////////////// + //begin DIRT + ////////////////////////////////////////////////////////////////////// + if (dirt_enabled > 0.0){ + 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 + ////////////////////////////////////////////////////////////////////// - // 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); + // 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); + color.a = texel.a * alpha; + vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a); - fragColor += Specular * nmap.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 ; - } else { - lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r; - } - fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor); - } -////////////////////////////////////////////////////////////////////// -// END lightmap -///////////////////////////////////////////////////////////////////// + ////////////////////////////////////////////////////////////////////// + // 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 ; + } else { + lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r; + } + fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor); + } + ////////////////////////////////////////////////////////////////////// + // END lightmap + ///////////////////////////////////////////////////////////////////// -/// BEGIN fog amount + /// BEGIN fog amount -float transmission; -float vAltitude; -float delta_zv; -float H; -float distance_in_layer; -float transmission_arg; -float eqColorFactor; + 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 delta_z = hazeLayerAltitude - eye_alt; -if (dist > max(40.0, 0.04 * min(visibility,avisibility))) - { - 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; - } - } - - transmission_arg = (dist-distance_in_layer)/avisibility; + if (dist > max(40.0, 0.04 * min(visibility,avisibility))) + { + 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; + } + } + + 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; - } + 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 + /// END fog amount -/// BEGIN fog color + /// BEGIN fog color - vec3 hazeColor; + vec3 hazeColor; - if (transmission< 1.0) - { + if (transmission< 1.0) + { - hazeColor.b = light_func(fog_lightArg-0.5, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0); - hazeColor.g = light_func(fog_lightArg-0.5, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0); - hazeColor.r = light_func(fog_lightArg-0.5, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0); + hazeColor.b = light_func(fog_lightArg-0.5, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0); + hazeColor.g = light_func(fog_lightArg-0.5, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0); + hazeColor.r = light_func(fog_lightArg-0.5, 8.305e-06, 0.161, 3.827, 3.04e-05, 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)) ); - } + 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))); + 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; + 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); - } + 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)))); - -/// END fog color + 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); + } + + + /// END fog color fragColor = clamp(fragColor, 0.0, 1.0); - //fragColor = fragColor * smoothstep(-0.05, 0.05, ct); - fragColor.rgb = mix(eqColorFactor * hazeColor * fog_earthShade, fragColor.rgb,transmission); - gl_FragColor = fragColor; -} + //fragColor = fragColor * smoothstep(-0.05, 0.05, ct); + fragColor.rgb = mix(eqColorFactor * hazeColor * fog_earthShade, fragColor.rgb,transmission); + gl_FragColor = fragColor; + }