ALS maintenance, haze color balance at low light improved and dependent on air pollution
This commit is contained in:
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b1e356e538
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20 changed files with 223 additions and 272 deletions
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@ -58,7 +58,7 @@
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-impostor-lightfield.vert</vertex-shader>
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<vertex-shader>Shaders/cloud-impostor-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static-lightfield.frag</fragment-shader>
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</program>
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<uniform>
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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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<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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<predicate>
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@ -115,6 +116,11 @@
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</use></value>
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</uniform>
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<uniform>
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<name>horizon_roughness</name>
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<type>float</type>
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@ -876,6 +876,7 @@
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<vertex-shader>Shaders/terrain-ALS-detailed.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-ALS-detailed.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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@ -967,6 +968,11 @@
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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@ -1103,6 +1109,7 @@
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<program>
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<vertex-shader>Shaders/generic-ALS-base.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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@ -1159,6 +1166,11 @@
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</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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@ -1051,6 +1051,7 @@
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<program>
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<vertex-shader>Shaders/water-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/water-ALS-base.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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</program>
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<!--<uniform>
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<name>water_reflection</name>
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@ -1221,6 +1222,11 @@
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</use></value>
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</uniform>
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<!-- sea colors -->
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<uniform>
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<name>sea_r</name>
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@ -146,7 +146,7 @@ void main(void)
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// two times terminator width governs how quickly light fades into shadow
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float terminator_width = 200000.0;
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float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
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float earthShade = 1.0- 0.9* smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
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// compute the light at the position
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vec4 light_diffuse;
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@ -158,7 +158,7 @@ void main(void)
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light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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light_diffuse.a = 1.0;
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intensity = (1.0 - (0.5 * (1.0 - earthShade))) * length(light_diffuse.rgb);
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intensity = (1.0 - (0.8 * (1.0 - earthShade))) * length(light_diffuse.rgb);
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, min(scattering, cloud_self_shading) ))));
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// correct ambient light intensity and hue before sunrise
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@ -63,19 +63,11 @@ float light_distance_fading(in float dist);
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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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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x > 30.0) {return e;}
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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float detail_fade (in float scale, in float angle, in float dist)
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{
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@ -312,11 +304,8 @@ if (quality_level > 3)
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float lightArg = (terminator-yprime_alt)/100000.0;
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vec3 hazeColor;
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vec3 hazeColor = get_hazeColor(lightArg);
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hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
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hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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// Rayleigh color shift due to out-scattering
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@ -483,10 +472,16 @@ hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 4
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hazeColor = clamp(hazeColor,0.0,1.0);
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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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vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
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hazeColor.rgb *= eqColorFactor * eShade;
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hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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fragColor.rgb = mix((eqColorFactor * hazeColor * eShade)+secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
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fragColor.rgb = mix(hazeColor+secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
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@ -94,7 +94,7 @@ void main(void)
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float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
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//float intensity = length(light_diffuse.rgb);
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float intensity = (1.0 - (0.5 * (1.0 - earthShade))) * length(light_diffuse.rgb);
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float intensity = (1.0 - (0.8 * (1.0 - earthShade))) * length(light_diffuse.rgb);
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//light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading ))));
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading ))));
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if (earthShade < 0.6)
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@ -63,22 +63,9 @@ float rayleigh_in_func(in float dist, in float air_pollution, in float avisibili
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vec3 searchlight();
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vec3 landing_light(in float offset);
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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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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x > 30.0) {return e;}
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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// this determines how light is attenuated in the distance
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// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
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// for distance > visibility
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void main()
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@ -286,11 +273,9 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
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float lightArg = (terminator-yprime_alt)/100000.0;
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vec3 hazeColor;
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vec3 hazeColor = get_hazeColor(lightArg);
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hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
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hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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// Rayleigh color shifts
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@ -459,8 +444,15 @@ 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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vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
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fragColor.rgb = mix((eqColorFactor * hazeColor * eShade) +secondary_light * fog_backscatter(avisibility) , fragColor.rgb,transmission);
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hazeColor.rgb *= eqColorFactor * eShade;
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hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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fragColor.rgb = mix( hazeColor +secondary_light * fog_backscatter(avisibility) , fragColor.rgb,transmission);
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}
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@ -1,4 +1,7 @@
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// -*-C++-*-
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uniform float air_pollution;
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// standard ALS fog function with exp(-d/D) fading and cutoff at low altitude and exp(-d^2/D^2) at high altitude
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const float AtmosphericScaleHeight = 8500.0;
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return color;
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}
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// the generalized logistic function used to compute lightcurves
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float light_curve (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x > 30.0) {return e;}
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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// the haze color function
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vec3 get_hazeColor(in float lightArg)
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{
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vec3 hazeColor;
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hazeColor.r = light_curve(lightArg, 8.305e-06, 0.161, 4.827-3.0 *air_pollution, 3.04e-05, 1.0);
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hazeColor.g = light_curve(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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hazeColor.b = light_curve(lightArg, 1.330e-05, 0.264, 1.527+ 2.0*air_pollution, 1.08e-05, 1.0);
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return hazeColor;
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}
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@ -47,7 +47,9 @@ float alt_factor(in float eye_alt, in float vertex_alt);
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float light_distance_fading(in float dist);
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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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float lightArg = (terminator-yprime_alt)/100000.0;
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vec3 hazeColor;
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vec3 hazeColor = get_hazeColor(lightArg);
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hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
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hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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// Rayleigh color shift due to in-scattering
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float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
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hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
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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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vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
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hazeColor *= eqColorFactor * eShade;
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hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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// determine the right mix of transmission and haze
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fragColor.rgb = mix((eqColorFactor * hazeColor * eShade) + secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
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fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
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@ -99,6 +99,7 @@ float light_distance_fading(in float dist);
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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 lightArg);
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vec3 searchlight();
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vec3 landing_light(in float offset);
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/// BEGIN fog color
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vec3 hazeColor;
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vec3 hazeColor = get_hazeColor(fog_lightArg);
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hazeColor.b = light_func(fog_lightArg-0.5, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
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hazeColor.g = light_func(fog_lightArg-0.5, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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hazeColor.r = light_func(fog_lightArg-0.5, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
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float lightIntensity = length(hazeColor * effective_scattering) * rShade;
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/// END Rayleigh fog
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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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vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
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hazeColor *= eqColorFactor * fog_earthShade;
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hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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fragColor.rgb = mix(eqColorFactor * hazeColor * fog_earthShade +secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
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fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
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gl_FragColor = fragColor;
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}
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@ -64,23 +64,7 @@ float rayleigh_in_func(in float dist, in float air_pollution, in float avisibili
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vec3 searchlight();
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vec3 landing_light(in float offset);
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vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x > 30.0) {return e;}
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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// this determines how light is attenuated in the distance
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// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
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// for distance > visibility
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vec3 get_hazeColor(in float light_arg);
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@ -300,11 +284,8 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
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float lightArg = (terminator-yprime_alt)/100000.0;
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vec3 hazeColor;
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vec3 hazeColor = get_hazeColor(lightArg);
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hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
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hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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// Rayleigh color shifts
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||||
|
@ -470,9 +451,15 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
|
|||
}
|
||||
hazeColor = clamp(hazeColor, 0.0, 1.0);
|
||||
|
||||
// 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.rgb *= eqColorFactor * eShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
fragColor.rgb = mix((eqColorFactor * hazeColor * eShade)+secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -22,6 +22,7 @@ uniform float saturation;
|
|||
uniform float visibility;
|
||||
uniform float avisibility;
|
||||
uniform float scattering;
|
||||
uniform float terminator;
|
||||
uniform float cloud_self_shading;
|
||||
uniform float horizon_roughness;
|
||||
uniform float landing_light1_offset;
|
||||
|
@ -39,6 +40,17 @@ float fog_backscatter(in float avisibility);
|
|||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
float miePhase(in float cosTheta, in float g)
|
||||
{
|
||||
float g2 = g*g;
|
||||
|
@ -203,6 +215,19 @@ hazeBlendAngle = hazeBlendAngle + 0.1 * altFactor;
|
|||
hazeBlendAngle = hazeBlendAngle + (1.0-horizon_roughness) * altFactor2 * 0.1 * Noise2D(vec2(0.0,cphi), 0.3);
|
||||
|
||||
terrainHazeColor = clamp(terrainHazeColor,0.0,1.0);
|
||||
|
||||
|
||||
// don't let the light fade out too rapidly
|
||||
float 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);
|
||||
|
||||
// this is for the bare Rayleigh and Mie sky, highly altitude dependent
|
||||
color.rgb = max(color.rgb, minLight.rgb * (1.0- alt/100000.0) * (1.0 - costheta));
|
||||
|
||||
// this is for the terrain drawn
|
||||
terrainHazeColor = max(terrainHazeColor.rgb, minLight.rgb);
|
||||
|
||||
color = mix(color, terrainHazeColor ,smoothstep(hazeBlendAngle + ctterrain, 0.0+ctterrain, ct));
|
||||
|
||||
|
||||
|
@ -228,11 +253,15 @@ color = mix(color, terrainHazeColor ,smoothstep(hazeBlendAngle + ctterrain, 0.0+
|
|||
|
||||
// mix fog the skydome with the right amount of haze
|
||||
|
||||
// this is for the terrain drawn
|
||||
hColor = max(hColor.rgb, minLight.rgb);
|
||||
|
||||
hColor = clamp(hColor,0.0,1.0);
|
||||
//color = transmission * color + (1.0-transmission) * eqColorFactor * hColor ;
|
||||
|
||||
color = mix((eqColorFactor * hColor)+secondary_light * fog_backscatter(avisibility),color, transmission);
|
||||
|
||||
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
gl_FragDepth = 0.1;
|
||||
}
|
||||
|
|
|
@ -12,6 +12,7 @@ uniform float terminator;
|
|||
uniform float avisibility;
|
||||
uniform float visibility;
|
||||
uniform float terrain_alt;
|
||||
uniform float air_pollution;
|
||||
|
||||
varying vec3 rayleigh;
|
||||
varying vec3 mie;
|
||||
|
@ -256,12 +257,15 @@ void main()
|
|||
earthShade = 0.9 * smoothstep((terminator_width+ terminator), (-terminator_width + terminator), yprime) + 0.1;
|
||||
|
||||
float lightArg = (terminator-yprime)/100000.0;
|
||||
vec4 light_diffuse;
|
||||
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 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 = 0.0;
|
||||
hazeColor = light_diffuse.xyz;
|
||||
|
||||
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 4.827-3.0*air_pollution, 3.04e-05, 1.0);
|
||||
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 1.527+2.0*air_pollution, 1.08e-05, 1.0);
|
||||
|
||||
//new
|
||||
//hazeColor.r = light_func(lightArg, 3.495e-05, 0.161, 3.878, 0.000129, 1.0);
|
||||
//hazeColor.g = light_func(lightArg, 1.145e-05, 0.161, 3.827, 1.783e-05, 1.0);
|
||||
//hazeColor.b = light_func(lightArg, 0.234, 0.141, 2.572, 0.257, 1.0);
|
||||
|
||||
float intensity = length(hazeColor.xyz);
|
||||
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator -sqrt(2.0 * EarthRadius * terrain_alt));
|
||||
|
|
|
@ -30,52 +30,15 @@ const float terminator_width = 200000.0;
|
|||
float alt;
|
||||
float eShade;
|
||||
|
||||
float fog_func (in float targ, in float alt);
|
||||
vec3 get_hazeColor(in float light_arg);
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
return dot(vec3(0.212671, 0.715160, 0.072169), color);
|
||||
}
|
||||
|
||||
|
||||
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 * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
if (alt < 30000.0)
|
||||
{return exp(-targ - targ * targ * targ * targ);}
|
||||
else if (alt < 50000.0)
|
||||
{
|
||||
fade_mix = (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()
|
||||
{
|
||||
|
@ -208,19 +171,15 @@ else
|
|||
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg);
|
||||
transmission = fog_func(transmission_arg, alt);
|
||||
|
||||
// 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 = get_hazeColor(lightArg);
|
||||
|
||||
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
|
||||
|
@ -261,18 +220,22 @@ float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1
|
|||
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
|
||||
|
||||
|
||||
|
||||
// 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 * eShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
// determine the right mix of transmission and haze
|
||||
|
||||
fragColor.rgb = mix(hazeColor, fragColor.rgb,transmission);
|
||||
}
|
||||
|
||||
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
}
|
||||
else // if dist < 40.0 no fogging at all
|
||||
{
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -51,48 +51,12 @@ float mie_angle;
|
|||
float Noise2D(in vec2 coord, in float wavelength);
|
||||
float Noise3D(in vec3 coord, in float wavelength);
|
||||
|
||||
float fog_func (in float targ, in float alt);
|
||||
vec3 get_hazeColor(in float light_arg);
|
||||
|
||||
|
||||
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 * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
if (alt < 30000.0)
|
||||
{return exp(-targ - targ * targ * targ * targ);}
|
||||
else if (alt < 50000.0)
|
||||
{
|
||||
fade_mix = (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()
|
||||
{
|
||||
|
@ -460,19 +424,16 @@ else
|
|||
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg);
|
||||
transmission = fog_func(transmission_arg, alt);
|
||||
|
||||
// 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 = get_hazeColor(lightArg);
|
||||
|
||||
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
|
||||
|
@ -515,12 +476,21 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
|
|||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
float shadow = mix( min(1.0 + dot(n,lightDir),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));
|
||||
|
||||
// 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 * eShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
fragColor.rgb = mix(eqColorFactor * hazeColor * eShade , fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix(hazeColor , fragColor.rgb,transmission);
|
||||
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
|
|
@ -81,19 +81,11 @@ 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 light_arg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
|
||||
// a fade function for procedural scales which are smaller than a pixel
|
||||
|
@ -481,13 +473,10 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
|
|||
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
|
||||
vec3 hazeColor;
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
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);
|
||||
vec3 hazeColor = get_hazeColor(lightArg);
|
||||
|
||||
|
||||
|
||||
// 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);
|
||||
|
@ -649,12 +638,18 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
|
|||
}
|
||||
|
||||
|
||||
// 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.rgb *= eqColorFactor * eShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
// finally, mix fog in
|
||||
|
||||
|
||||
fragColor.rgb = mix((eqColorFactor * hazeColor * eShade)+secondary_light * fog_backscatter(avisibility) , fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix((hazeColor)+secondary_light * fog_backscatter(avisibility) , fragColor.rgb,transmission);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -81,32 +81,12 @@ 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 light_arg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
|
||||
|
||||
|
||||
|
||||
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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void QDM(inout vec3 p, inout vec3 v)
|
||||
{
|
||||
const int MAX_LEVEL = TEXTURE_MIP_LEVELS;
|
||||
|
@ -349,11 +329,9 @@ if (gquality_level > 2)
|
|||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
vec3 hazeColor;
|
||||
vec3 hazeColor = get_hazeColor(lightArg);
|
||||
|
||||
|
||||
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);
|
||||
|
||||
// Rayleigh color shifts
|
||||
|
||||
|
@ -533,7 +511,15 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
|
|||
}
|
||||
|
||||
|
||||
finalColor.rgb = mix((eqColorFactor * hazeColor * eShade) +secondary_light * fog_backscatter(avisibility), finalColor.rgb,transmission);
|
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// don't let the light fade out too rapidly
|
||||
lightArg = (terminator + 200000.0)/100000.0;
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float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
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vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
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||||
hazeColor *= eqColorFactor * eShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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||||
|
||||
|
||||
finalColor.rgb = mix( hazeColor +secondary_light * fog_backscatter(avisibility), finalColor.rgb,transmission);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -59,11 +59,9 @@ vec3 specular_light;
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|||
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||||
const float terminator_width = 200000.0;
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||||
const float EarthRadius = 5800000.0;
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||||
////fog "include" /////
|
||||
//uniform int fogType;
|
||||
|
||||
vec3 fog_Func(vec3 color, int type);
|
||||
//////////////////////
|
||||
float fog_func (in float targ, in float alt);
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||||
vec3 get_hazeColor(in float light_arg);
|
||||
|
||||
/////// functions /////////
|
||||
|
||||
|
@ -145,46 +143,6 @@ void sumWaves(float angle, float dangle, float windScale, float factor, out floa
|
|||
}
|
||||
|
||||
|
||||
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)
|
||||
{
|
||||
|
@ -535,18 +493,15 @@ else
|
|||
}
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg);
|
||||
transmission = fog_func(transmission_arg, eye_alt);
|
||||
|
||||
// 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 = get_hazeColor(lightArg);
|
||||
|
||||
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 = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
|
||||
|
@ -583,9 +538,16 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
|
|||
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
|
||||
}
|
||||
|
||||
|
||||
// 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);
|
||||
|
||||
finalColor.rgb = mix(eqColorFactor * hazeColor * eShade, finalColor.rgb,transmission);
|
||||
hazeColor *= eqColorFactor * eShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
|
||||
finalColor.rgb = mix(hazeColor, finalColor.rgb,transmission);
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -88,6 +88,7 @@ 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 light_arg);
|
||||
vec3 searchlight();
|
||||
vec3 landing_light(in float offset);
|
||||
|
||||
|
@ -521,11 +522,8 @@ void main(void)
|
|||
finalColor *= vec4 (ambient_light.rgb + secondary_light * light_distance_fading(dist), ambient_light.a);
|
||||
|
||||
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);
|
||||
vec3 hazeColor = get_hazeColor(lightArg); ;
|
||||
|
||||
|
||||
|
||||
// Rayleigh color shift due to out-scattering
|
||||
|
@ -693,7 +691,15 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo
|
|||
}
|
||||
|
||||
|
||||
finalColor.rgb = mix(eqColorFactor * hazeColor * eShade +secondary_light * fog_backscatter(avisibility), finalColor.rgb,transmission);
|
||||
// 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 * eShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
finalColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(avisibility), finalColor.rgb,transmission);
|
||||
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue