Objects like OSM buildings using the `model-combined` effect ignored
the Terrain quality. Rayleigh Fog is computed for the terrain only
at "Ultra" level, but was computed for models at all quality levels,
which led to a visual disparity. The shader now takes into account
the terrain quality before computing rayleigh fog for objects.
The `road` effect also had the same issue and is fixed now.
model-combined-transparent was replaced by calling model-transparent causing the ALS
externel canopy effects to get lost. Call model-combined instead which restores these
effects.
Previously the water shader was separate and executed on a
different mesh.
This adds the water shader as a separate fragment function
(ws30-water.frag) and uses a material parameter passed in
as a Uniform to use it in preference to the usual texel
lookup.
Performance testing found a slight performance improvement
from having a single mesh, but a slight performance impact
from the extra fragment shader complexity.
from Chris RINGEVAL
https://sourceforge.net/p/flightgear/fgdata/merge-requests/269/
Squashed commit of the following:
commit 23194c0fed49609999b4da67b2990af774f7df03
Author: Chris Ringeval <eatdirt@protonmail.com>
Date: Sun Jan 30 23:52:09 2022 +0100
Remove CC-BY-SA 3.0 texture provided by EAS and replace it with one made by myself
commit cb30c7972ba3db6b4cb4ad5f9dcd12d7e0ddbc1a
Author: Chris Ringeval <eatdirt@protonmail.com>
Date: Sun Dec 5 15:49:31 2021 +0100
Optimize shaders for vram usage and use new uniforms
commit 7541e49c6757a23b08684f1c4354e84b9af3bcc3
Author: Chris Ringeval <eatdirt@protonmail.com>
Date: Thu Dec 2 17:22:55 2021 +0100
Reduce the oversized galaxy texture to 400kB
commit 0e6591907a9978077dc6dff1b53dea7c439a6cc4
Author: Chris Ringeval <eatdirt@protonmail.com>
Date: Tue Nov 30 23:49:24 2021 +0100
Add Milky Way onto the night sky
Previously haze calculations were performed
in the main body of the ws30 shaders (inherited
from the ALS terrain shaders). This change creates
a common applyHaze function to consistently apply haze.
This is not ws30 specific, and could be used to replace the
haze calculations of all ALS shaders for improved consistency.