// -*-C++-*- uniform int display_xsize; uniform int display_ysize; uniform float field_of_view; uniform float view_pitch_offset; uniform float view_heading_offset; float light_distance_fading(in float dist) { return min(1.0, 10000.0/(dist*dist)); } float fog_backscatter(in float avisibility) { return 0.5* min(1.0,10000.0/(avisibility*avisibility)); } vec3 searchlight() { vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4); float headlightIntensity; float lightRadius = (float(display_xsize) *9.16 /field_of_view); float angularDist = length(gl_FragCoord.xy -center); if (angularDist < lightRadius) { headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0); //headlightIntensity = headlightIntensity * //headlightIntensity*= clamp(1.0 + 0.15 * log(1000.0/(dist*dist)),0.0,1.0); return headlightIntensity * vec3 (0.5,0.5, 0.5); } else return vec3 (0.0,0.0,0.0); } vec3 landing_light(in float offset) { float fov_h = field_of_view; float fov_v = float(display_ysize)/float(display_xsize) * field_of_view; float yaw_offset; if (view_heading_offset > 180.0) {yaw_offset = -360.0+view_heading_offset;} else {yaw_offset = view_heading_offset;} float x_offset = (float(display_xsize) / fov_h * (yaw_offset + offset)); float y_offset = -(float(display_ysize) / fov_v * view_pitch_offset); vec2 center = vec2 (float(display_xsize) * 0.5 + x_offset, float(display_ysize) * 0.4 + y_offset); float landingLightIntensity; float lightRadius = (float(display_xsize) *9.16 /field_of_view); float angularDist = length(gl_FragCoord.xy -center); if (angularDist < lightRadius) { landingLightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0); //landingLightIntensity *= min(1.0, 10000.0/(dist*dist)); return landingLightIntensity * vec3 (0.5,0.5, 0.5); } else return vec3 (0.0,0.0,0.0); }