Previously we did not take into account the atmospheric transmittance
to render the stars, leading to stars being incorrectly rendered in
low visibility conditions.
Also place the stars in the correct render bin.
- Terrain and clouds and now rendered on the envmap, with correct aerial
perspective.
- Each face is rendered on a separate frame to help with performance.
- All faces are updated every 1.5 minutes. This can be changed through a
property.
We also now pre-expose our lighting before writing to the HDR buffers.
This solves some precision issues and prevents the Sun from producing
infinite values.
- New atmosphering rendering technique based on my own work.
- Attempt to fix some remaining transparency issues.
- Use a luminance histogram for auto exposure.
- Add support for clustered shading.
- Add WS 2.0 shaders.
- Add 3D cloud shaders.
- Add orthoscenery support.
See related SimGear commit e8ffe461
Now the orthophoto texture coordinates are contained in gl_TexCoord[2],
so no need to pass any custom vertex attributes to Effects that use
photoscenery.
Landclass information is typically not high enough resolution
to render small beaches and coastline features.
This commit uses the steepness of the elevation mesh
to procedurally generate:
a) sea-cliffs (poorly - just a texture at present)
b) beaches, which mix into translucent shallow water
c) breaking waves (poorly - uses the wind direction rather than the
slope normal)
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.
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.