// -*-C++-*- // © Vivian Meazza - 2011 // Shader that uses OpenGL state values to do per-pixel lighting // // The only light used is gl_LightSource[0], which is assumed to be // directional. // // Diffuse colors come from the gl_Color, ambient from the material. This is // equivalent to osg::Material::DIFFUSE. #version 120 #define fps2kts 0.5925 #define MODE_OFF 0 #define MODE_DIFFUSE 1 #define MODE_AMBIENT_AND_DIFFUSE 2 // The ambient term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha // component is set to 1 for front, 0 for back in order to work around // bugs with gl_FrontFacing in the fragment shader. varying vec4 diffuse_term; varying vec3 normal; //varying float fogCoord; uniform int colorMode; uniform float osg_SimulationTime; uniform float Offset, AmpFactor, WindE, WindN, spd, hdg; uniform sampler3D Noise; ////fog "include"//////// //uniform int fogType; // //void fog_Func(int type); ///////////////////////// /////// functions ///////// float normalize_range(float _val) { if (_val > 180.0) return _val - 360.0; else return _val; } void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad) { //calculate speed north and east in kts float speed_north_kts = cos(radians(hdg)) * spd ; float speed_east_kts = sin(radians(hdg)) * spd ; //calculate the relative wind speed north and east in kts float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts; float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts; //combine relative speeds north and east to get relative windspeed in kts rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2) + pow(abs(rel_wind_speed_from_north_kts), 2)); //calculate the relative wind direction float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts)); //rel_wind_from_rad = atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts); float rel_wind = rel_wind_from_deg - hdg; rel_wind = normalize_range(rel_wind); rel_wind_from_rad = radians(rel_wind); } void rotationmatrix(in float angle, out mat4 rotmat) { rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0, sin( angle ), cos( angle ), 0.0, 0.0, 0.0 , 0.0 , 1.0, 0.0, 0.0 , 0.0 , 0.0, 1.0 ); } void main() { mat4 RotationMatrix; float relWindspd=0; float relWinddir=0; // compute relative wind speed and direction relWind (relWindspd, relWinddir); // map noise vector vec4 noisevec = texture3D(Noise, gl_Vertex.xyz); //waving effect float tsec = osg_SimulationTime; vec4 pos = gl_Vertex; vec4 oldpos = gl_Vertex; float freq = (10 * relWindspd) + 10; pos.y = sin((pos.x * 5.0 + tsec * freq )/5.0) * 0.5 ; pos.y += sin((pos.z * 5.0 + tsec * freq/2)/5.0) * 0.125 ; pos.y *= pow(pos.x - Offset, 2.0) * AmpFactor; //rotate the flag to align with relative wind rotationmatrix(-relWinddir, RotationMatrix); pos *= RotationMatrix; gl_Position = gl_ModelViewProjectionMatrix * pos; //do the colour and fog vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; normal = gl_NormalMatrix * gl_Normal; vec4 ambient_color, diffuse_color; if (colorMode == MODE_DIFFUSE) { diffuse_color = gl_Color; ambient_color = gl_FrontMaterial.ambient; } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) { diffuse_color = gl_Color; ambient_color = gl_Color; } else { diffuse_color = gl_FrontMaterial.diffuse; ambient_color = gl_FrontMaterial.ambient; } diffuse_term = diffuse_color * gl_LightSource[0].diffuse; vec4 ambient_term = ambient_color * gl_LightSource[0].ambient; // Super hack: if diffuse material alpha is less than 1, assume a // transparency animation is at work if (gl_FrontMaterial.diffuse.a < 1.0) diffuse_term.a = gl_FrontMaterial.diffuse.a; else diffuse_term.a = gl_Color.a; // Another hack for supporting two-sided lighting without using // gl_FrontFacing in the fragment shader. gl_FrontColor.rgb = ambient_term.rgb; gl_FrontColor.a = 0.0; gl_BackColor.rgb = ambient_term.rgb; gl_FrontColor.a = 1.0; // fogCoord = abs(ecPosition.z / ecPosition.w); //fog_Func(fogType); }