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More structure for Aurora Borealis rendering in ALS

This commit is contained in:
Thorsten Renk 2016-02-03 09:14:42 +02:00
parent 97cc53d7b3
commit f08f21902c
3 changed files with 22 additions and 4 deletions

View file

@ -16,6 +16,7 @@
<aurora_strength><use>/environment/aurora/strength</use></aurora_strength>
<aurora_vsize><use>/environment/aurora/vsize</use></aurora_vsize>
<aurora_hsize><use>/environment/aurora/hsize</use></aurora_hsize>
<aurora_ray_factor><use>/environment/aurora/ray-factor</use></aurora_ray_factor>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
@ -158,6 +159,11 @@
<type>float</type>
<value><use>aurora_hsize</use></value>
</uniform>
<uniform>
<name>aurora_ray_factor</name>
<type>float</type>
<value><use>aurora_ray_factor</use></value>
</uniform>
<uniform>
<name>horizon_roughness</name>
<type>float</type>

View file

@ -446,7 +446,7 @@
<vsize type="double" userarchive="n">0.4</vsize>
<hsize type="double" userarchive="n">0.4</hsize>
<patchiness type="double" userarchive="n">0.0</patchiness>
<ray-factor type="double" userarchive="n">1.0</ray-factor>
<ray-factor type="double" userarchive="n">0.0</ray-factor>
<upper-alt-factor type="double" userarchive="n">1.0</upper-alt-factor>
<penetration-factor type="double" userarchive="n">0.0</penetration-factor>
<afterglow type="double" userarchive="n">0.0</afterglow>

View file

@ -32,6 +32,7 @@ uniform float parhelic;
uniform float aurora_strength;
uniform float aurora_hsize;
uniform float aurora_vsize;
uniform float aurora_ray_factor;
uniform float landing_light1_offset;
uniform float landing_light2_offset;
uniform float landing_light3_offset;
@ -93,6 +94,11 @@ void main()
float cbeta = dot ( normalize(lightFull.xy), normalize(nView.xy));
float costheta = ct;
// some noise
float hNoise_03 = Noise2D(vec2(0.0,cphi), 0.3);
float hNoiseAurora = Noise2D(vec2(0.001 * osg_SimulationTime,cphi + nView.x + nView.y), 0.07) * 0.2 * aurora_ray_factor;
// position of the horizon line
float lAltitude = alt + delta_z;
@ -130,17 +136,23 @@ void main()
float hArg = dot(nView, direction);
float aurora_v = smoothstep(0.2 - 0.6 * aurora_vsize, 0.2, costheta) * (1.0- smoothstep(0.3, 0.3 + aurora_vsize, costheta));
float aurora_v = smoothstep(0.2 - 0.6 * aurora_vsize * (1.0 - 0.8* aurora_ray_factor) , 0.2 , costheta + hNoiseAurora) * (1.0- smoothstep(0.3, 0.3 + aurora_vsize, costheta + hNoiseAurora));
aurora_v *= (1.0 + 5.0 * aurora_ray_factor * (1.0 -smoothstep(0.2 - 0.6 * aurora_vsize * (1.0 - 0.8* aurora_ray_factor), 0.3, costheta + hNoiseAurora)));
float aurora_h = smoothstep(1.0 - aurora_hsize, 1.0, hArg);
float aurora_time = 0.01 * osg_SimulationTime;
vec3 auroraBaseColor = vec3 (0.0, 0.2, 0.1);
float aurora_ray = mix(1.0, Noise2D(vec2(cbeta, 0.01 * aurora_time), 0.001), aurora_ray_factor);
float aurora_visible_strength = 0.3 + 0.7 * Noise2D(vec2(costheta + aurora_time, 0.5 * nView.x + 0.3 * nView.y + aurora_time), 0.1) ;
aurora_visible_strength *= aurora_ray;
float aurora_fade_in = 1.0 - smoothstep(0.1, 0.2, length(color.rgb));
color.rgb += auroraBaseColor * aurora_v * aurora_h * aurora_fade_in * aurora_visible_strength * aurora_strength;
// fog computations for a ground haze layer, extending from zero to lAltitude
@ -285,7 +297,7 @@ float hazeBlendAngle = max(0.01,1000.0/avisibility + 0.3 * (1.0 - smoothstep(500
float altFactor = smoothstep(-300.0, 0.0, delta_z);
float altFactor2 = 0.2 + 0.8 * smoothstep(-3000.0, 0.0, delta_z);
hazeBlendAngle = hazeBlendAngle + 0.1 * altFactor;
hazeBlendAngle = hazeBlendAngle + (1.0-horizon_roughness) * altFactor2 * 0.1 * Noise2D(vec2(0.0,cphi), 0.3);
hazeBlendAngle = hazeBlendAngle + (1.0-horizon_roughness) * altFactor2 * 0.1 * hNoise_03;
terrainHazeColor = clamp(terrainHazeColor,0.0,1.0);