// -*-C++-*- #version 120 varying vec2 rawPos; varying vec2 nPos; varying vec3 vertPos; varying vec3 normal; varying vec3 light_diffuse; varying vec3 refl_vec; varying float splash_angle; varying float Mie; varying float ambient_fraction; varying float flogz; uniform float ground_scattering; uniform float hazeLayerAltitude; uniform float moonlight; uniform float terminator; uniform float splash_x; uniform float splash_y; uniform float splash_z; const float EarthRadius = 5800000.0; const float terminator_width = 200000.0; 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 < -15.0) {return 0.0;} return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); } void main() { vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight; // geometry for lighting vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); vec3 relPos = gl_Vertex.xyz - ep.xyz; vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz; vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0)); float dist = length(relPos); float vertex_alt = max(gl_Vertex.z,100.0); float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt); float yprime_alt = - sqrt(2.0 * EarthRadius * vertex_alt); float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; float lightArg = (terminator-yprime_alt)/100000.0; // light computation vec3 light_ambient; light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 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 = light_diffuse * scattering; light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33); light_ambient.g = light_ambient.r * 0.4/0.33; light_ambient.b = light_ambient.r * 0.5/0.33; float intensity; if (earthShade < 0.5) { intensity = length(light_ambient.xyz); light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) )); light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade)); intensity = length(light_diffuse.xyz); light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) )); } float MieFactor = dot(normalize(lightFull), normalize(relPos)); Mie = smoothstep(0.9,1.0, MieFactor) * earthShade * earthShade * scattering; // get a reflection vector for cube map vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; normal = normalize(gl_NormalMatrix * gl_Normal); vec4 reflect_eye = vec4(reflect(ecPosition.xyz, normal), 0.0); vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz; refl_vec = reflVec_stat; // get a projection plane orthogonal to the splash vector vec3 splash_vec = vec3 (splash_x, splash_y, splash_z); vec3 corrected_splash = normalize(splash_vec); float angle = abs(dot(corrected_splash, gl_Normal)); //corrected_splash = normalize(corrected_splash + 0.4* gl_Normal ); vec3 base_1 = vec3 (-corrected_splash.y, corrected_splash.x, 0.0); vec3 base_2 = cross (corrected_splash, base_1); base_1 = normalize(base_1); base_2 = normalize(base_2); rawPos = vec2 (dot(gl_Vertex.xyz, base_1), dot(gl_Vertex.xyz, base_2)); base_1 = vec3 (-gl_Normal.y, gl_Normal.x, 0.0); base_2 = cross(gl_Normal, base_1); base_1 = normalize(base_1); base_2 = normalize(base_2); nPos = vec2 (dot(gl_Vertex.xyz, base_1), dot(gl_Vertex.xyz, base_2)); vertPos = gl_Vertex.xyz; splash_angle = dot(gl_Normal, corrected_splash); ambient_fraction = length(light_ambient.rgb)/(length(light_diffuse.rgb +light_ambient.rgb ) + 0.01); gl_Position = ftransform(); // logarithmic depth flogz = 1.0 + gl_Position.w; vec4 diffuse_color = gl_FrontMaterial.diffuse; vec4 ambient_color = gl_FrontMaterial.ambient; vec4 constant_term = gl_FrontMaterial.emission + ambient_color * vec4 (light_diffuse.rgb + light_ambient.rgb,1.0); constant_term.a = min(diffuse_color.a, ambient_color.a); gl_FrontColor = constant_term; gl_BackColor = gl_FrontColor; }