From f2c81c9dcb29828a7a63ba154bb2961e673ad254 Mon Sep 17 00:00:00 2001 From: Thorsten Renk Date: Thu, 11 Dec 2014 13:02:40 +0200 Subject: [PATCH] ALS maintenance, haze color balance at low light improved and dependent on air pollution --- Effects/cloud-impostor.eff | 2 +- Effects/skydome.eff | 6 ++ Effects/terrain-default.eff | 12 ++++ Effects/water.eff | 6 ++ Shaders/3dcloud-ALS.vert | 4 +- Shaders/airfield-ALS.frag | 25 +++---- ...ightfield.vert => cloud-impostor-ALS.vert} | 2 +- Shaders/drunway-ALS.frag | 30 +++----- Shaders/hazes.frag | 28 ++++++++ Shaders/model-ALS-base.frag | 15 ++-- Shaders/model-ALS-ultra.frag | 15 ++-- Shaders/runway-ALS.frag | 31 +++------ Shaders/skydome-ALS.frag | 31 ++++++++- Shaders/skydome-ALS.vert | 16 +++-- Shaders/terrain-ALS-base.frag | 69 +++++-------------- Shaders/terrain-ALS-detailed.frag | 58 ++++------------ Shaders/terrain-ALS-ultra.frag | 25 +++---- Shaders/urban-ALS.frag | 38 ++++------ Shaders/water-ALS-base.frag | 64 ++++------------- Shaders/water-ALS-high.frag | 18 +++-- 20 files changed, 223 insertions(+), 272 deletions(-) rename Shaders/{cloud-impostor-lightfield.vert => cloud-impostor-ALS.vert} (98%) diff --git a/Effects/cloud-impostor.eff b/Effects/cloud-impostor.eff index 13c675304..dd645ac45 100644 --- a/Effects/cloud-impostor.eff +++ b/Effects/cloud-impostor.eff @@ -58,7 +58,7 @@ clamp--> - Shaders/cloud-impostor-lightfield.vert + Shaders/cloud-impostor-ALS.vert Shaders/cloud-static-lightfield.frag diff --git a/Effects/skydome.eff b/Effects/skydome.eff index 4d4824113..1a77c5f97 100644 --- a/Effects/skydome.eff +++ b/Effects/skydome.eff @@ -25,6 +25,7 @@ /sim/rendering/als-secondary-lights/use-alt-landing-light /sim/rendering/als-secondary-lights/landing-light1-offset-deg /sim/rendering/als-secondary-lights/landing-light2-offset-deg + /environment/air-pollution-norm @@ -115,6 +116,11 @@ float cloud_self_shading + + air_pollution + float + air_pollution + horizon_roughness float diff --git a/Effects/terrain-default.eff b/Effects/terrain-default.eff index 7f00ed977..d7bbe8de7 100644 --- a/Effects/terrain-default.eff +++ b/Effects/terrain-default.eff @@ -876,6 +876,7 @@ Shaders/terrain-ALS-detailed.vert Shaders/terrain-ALS-detailed.frag Shaders/noise.frag + Shaders/hazes.frag visibility @@ -967,6 +968,11 @@ float cloud_self_shading + + air_pollution + float + air_pollution + moonlight float @@ -1103,6 +1109,7 @@ Shaders/generic-ALS-base.vert Shaders/terrain-ALS-base.frag + Shaders/hazes.frag visibility @@ -1159,6 +1166,11 @@ float moonlight + + air_pollution + float + air_pollution + texture sampler-2d diff --git a/Effects/water.eff b/Effects/water.eff index 6dc1a23b3..f8ec8360c 100644 --- a/Effects/water.eff +++ b/Effects/water.eff @@ -1051,6 +1051,7 @@ Shaders/water-ALS.vert Shaders/water-ALS-base.frag + Shaders/hazes.frag sea_r diff --git a/Shaders/3dcloud-ALS.vert b/Shaders/3dcloud-ALS.vert index 29ffc489e..11d076de5 100644 --- a/Shaders/3dcloud-ALS.vert +++ b/Shaders/3dcloud-ALS.vert @@ -146,7 +146,7 @@ void main(void) // two times terminator width governs how quickly light fades into shadow float terminator_width = 200000.0; - float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1; + float earthShade = 1.0- 0.9* smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt); // compute the light at the position vec4 light_diffuse; @@ -158,7 +158,7 @@ void main(void) light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0); light_diffuse.a = 1.0; - intensity = (1.0 - (0.5 * (1.0 - earthShade))) * length(light_diffuse.rgb); + intensity = (1.0 - (0.8 * (1.0 - earthShade))) * length(light_diffuse.rgb); light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, min(scattering, cloud_self_shading) )))); // correct ambient light intensity and hue before sunrise diff --git a/Shaders/airfield-ALS.frag b/Shaders/airfield-ALS.frag index 6ea8eaef6..6e8b833e1 100644 --- a/Shaders/airfield-ALS.frag +++ b/Shaders/airfield-ALS.frag @@ -63,19 +63,11 @@ 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)); -} float detail_fade (in float scale, in float angle, in float dist) { @@ -312,11 +304,8 @@ if (quality_level > 3) 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 shift due to out-scattering @@ -483,10 +472,16 @@ hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 4 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); diff --git a/Shaders/cloud-impostor-lightfield.vert b/Shaders/cloud-impostor-ALS.vert similarity index 98% rename from Shaders/cloud-impostor-lightfield.vert rename to Shaders/cloud-impostor-ALS.vert index 0992cfd65..712206e03 100644 --- a/Shaders/cloud-impostor-lightfield.vert +++ b/Shaders/cloud-impostor-ALS.vert @@ -94,7 +94,7 @@ void main(void) float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1; //float intensity = length(light_diffuse.rgb); - float intensity = (1.0 - (0.5 * (1.0 - earthShade))) * length(light_diffuse.rgb); + float intensity = (1.0 - (0.8 * (1.0 - earthShade))) * length(light_diffuse.rgb); //light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading )))); light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading )))); if (earthShade < 0.6) diff --git a/Shaders/drunway-ALS.frag b/Shaders/drunway-ALS.frag index 241ff9913..5b4c2852d 100644 --- a/Shaders/drunway-ALS.frag +++ b/Shaders/drunway-ALS.frag @@ -63,22 +63,9 @@ float rayleigh_in_func(in float dist, in float air_pollution, in float avisibili vec3 searchlight(); vec3 landing_light(in float offset); vec3 rayleigh_out_shift(in vec3 color, in float outscatter); +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 void main() @@ -286,11 +273,9 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0)) 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 @@ -459,8 +444,15 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo 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); -fragColor.rgb = mix((eqColorFactor * hazeColor * eShade) +secondary_light * fog_backscatter(avisibility) , fragColor.rgb,transmission); +hazeColor.rgb *= eqColorFactor * eShade; +hazeColor.rgb = max(hazeColor.rgb, minLight.rgb); + +fragColor.rgb = mix( hazeColor +secondary_light * fog_backscatter(avisibility) , fragColor.rgb,transmission); } diff --git a/Shaders/hazes.frag b/Shaders/hazes.frag index 24026be78..1b7ae7895 100644 --- a/Shaders/hazes.frag +++ b/Shaders/hazes.frag @@ -1,4 +1,7 @@ // -*-C++-*- + +uniform float air_pollution; + // standard ALS fog function with exp(-d/D) fading and cutoff at low altitude and exp(-d^2/D^2) at high altitude const float AtmosphericScaleHeight = 8500.0; @@ -72,3 +75,28 @@ color.b = color.b * (1.0 - 1.6 * outscatter); return color; } + +// the generalized logistic function used to compute lightcurves + +float light_curve (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)); +} + +// the haze color function + +vec3 get_hazeColor(in float lightArg) +{ +vec3 hazeColor; +hazeColor.r = light_curve(lightArg, 8.305e-06, 0.161, 4.827-3.0 *air_pollution, 3.04e-05, 1.0); +hazeColor.g = light_curve(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0); +hazeColor.b = light_curve(lightArg, 1.330e-05, 0.264, 1.527+ 2.0*air_pollution, 1.08e-05, 1.0); + +return hazeColor; +} diff --git a/Shaders/model-ALS-base.frag b/Shaders/model-ALS-base.frag index cceea17da..2cb73536a 100644 --- a/Shaders/model-ALS-base.frag +++ b/Shaders/model-ALS-base.frag @@ -47,7 +47,9 @@ 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 light_arg); vec3 searchlight(); vec3 landing_light(in float offset); @@ -143,11 +145,8 @@ void main() 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 shift due to in-scattering @@ -293,12 +292,18 @@ hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothste float shadow = mix( min(1.0 + dot(normal,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); // determine the right mix of transmission and haze -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); diff --git a/Shaders/model-ALS-ultra.frag b/Shaders/model-ALS-ultra.frag index 94a9ec40a..61f9241fd 100644 --- a/Shaders/model-ALS-ultra.frag +++ b/Shaders/model-ALS-ultra.frag @@ -99,6 +99,7 @@ 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 lightArg); vec3 searchlight(); vec3 landing_light(in float offset); @@ -492,11 +493,8 @@ void main (void) /// BEGIN fog color - vec3 hazeColor; + vec3 hazeColor = get_hazeColor(fog_lightArg); - 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); float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0); float lightIntensity = length(hazeColor * effective_scattering) * rShade; @@ -549,7 +547,14 @@ void main (void) /// 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(eqColorFactor * hazeColor * fog_earthShade +secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission); + + fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission); gl_FragColor = fragColor; } diff --git a/Shaders/runway-ALS.frag b/Shaders/runway-ALS.frag index 2330118d8..412bd7379 100644 --- a/Shaders/runway-ALS.frag +++ b/Shaders/runway-ALS.frag @@ -64,23 +64,7 @@ float rayleigh_in_func(in float dist, in float air_pollution, in float avisibili vec3 searchlight(); vec3 landing_light(in float offset); vec3 rayleigh_out_shift(in vec3 color, in float outscatter); - - - -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 +vec3 get_hazeColor(in float light_arg); @@ -300,11 +284,8 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0)) 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 @@ -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); diff --git a/Shaders/skydome-ALS.frag b/Shaders/skydome-ALS.frag index a13e7cc15..77372d6cf 100644 --- a/Shaders/skydome-ALS.frag +++ b/Shaders/skydome-ALS.frag @@ -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; } diff --git a/Shaders/skydome-ALS.vert b/Shaders/skydome-ALS.vert index 5d083844c..be16e6fce 100644 --- a/Shaders/skydome-ALS.vert +++ b/Shaders/skydome-ALS.vert @@ -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)); diff --git a/Shaders/terrain-ALS-base.frag b/Shaders/terrain-ALS-base.frag index 755245a5b..07f83f420 100644 --- a/Shaders/terrain-ALS-base.frag +++ b/Shaders/terrain-ALS-base.frag @@ -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; -} - -} diff --git a/Shaders/terrain-ALS-detailed.frag b/Shaders/terrain-ALS-detailed.frag index 672cf3425..294066ca6 100644 --- a/Shaders/terrain-ALS-detailed.frag +++ b/Shaders/terrain-ALS-detailed.frag @@ -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; diff --git a/Shaders/terrain-ALS-ultra.frag b/Shaders/terrain-ALS-ultra.frag index a68060f77..e0d063ef5 100644 --- a/Shaders/terrain-ALS-ultra.frag +++ b/Shaders/terrain-ALS-ultra.frag @@ -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); } diff --git a/Shaders/urban-ALS.frag b/Shaders/urban-ALS.frag index a8944a448..6dd77f12e 100644 --- a/Shaders/urban-ALS.frag +++ b/Shaders/urban-ALS.frag @@ -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); +// 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); } diff --git a/Shaders/water-ALS-base.frag b/Shaders/water-ALS-base.frag index 5cecaea45..ed96f3829 100644 --- a/Shaders/water-ALS-base.frag +++ b/Shaders/water-ALS-base.frag @@ -59,11 +59,9 @@ vec3 specular_light; const float terminator_width = 200000.0; const float EarthRadius = 5800000.0; -////fog "include" ///// -//uniform int fogType; -vec3 fog_Func(vec3 color, int type); -////////////////////// +float fog_func (in float targ, in float alt); +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); } diff --git a/Shaders/water-ALS-high.frag b/Shaders/water-ALS-high.frag index 468055d53..28f2439c2 100644 --- a/Shaders/water-ALS-high.frag +++ b/Shaders/water-ALS-high.frag @@ -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); }