// -*-C++-*- // written by Thorsten Renk, Oct 2015 varying vec4 diffuse_term; varying vec3 normal; varying vec3 relPos; uniform sampler2D texture; uniform sampler2D lightmap_texture; uniform sampler2D grain_texture; uniform samplerCube cube_texture; varying float yprime_alt; varying float mie_angle; uniform float visibility; uniform float avisibility; uniform float scattering; uniform float terminator; uniform float terrain_alt; uniform float hazeLayerAltitude; uniform float overcast; uniform float eye_alt; uniform float cloud_self_shading; uniform float angle; uniform float threshold_low; uniform float threshold_high; uniform float emit_intensity; uniform float light_radius; uniform float lightmap_r_factor; uniform float lightmap_g_factor; uniform float lightmap_b_factor; uniform float lightmap_a_factor; uniform float grain_magnification; uniform vec3 offset_vec; uniform vec3 scale_vec; uniform vec3 tag_color; uniform vec3 emit_color; uniform vec3 light_filter_one; uniform vec3 light_filter_two; uniform vec3 lightmap_r_color; uniform vec3 lightmap_g_color; uniform vec3 lightmap_b_color; uniform vec3 lightmap_a_color; uniform int quality_level; uniform int tquality_level; uniform int use_searchlight; uniform int implicit_lightmap_enabled; uniform int use_flashlight; uniform int lightmap_enabled; uniform int lightmap_multi; uniform int grain_texture_enabled; const float EarthRadius = 5800000.0; const float terminator_width = 200000.0; float alt; float eShade; float fog_func (in float targ, in float alt); float alt_factor(in float eye_alt, in float vertex_alt); float light_distance_fading(in float dist); float fog_backscatter(in float avisibility); //vec3 get_hazeColor(in float light_arg); vec3 flashlight(in vec3 color, in float radius); float luminance(vec3 color) { return dot(vec3(0.212671, 0.715160, 0.072169), color); } 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 > 30.0) {return e;} if (x < -15.0) {return 0.0;} return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); } // this determines how light is attenuated in the distance // physically this should be exp(-arg) but for technical reasons we use a sharper cutoff // for distance > visibility void main() { vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); // this is taken from default.frag vec3 n; float NdotL, NdotHV, fogFactor; vec4 color = gl_Color; vec3 lightDir = gl_LightSource[0].position.xyz; vec3 halfVector = gl_LightSource[0].halfVector.xyz; vec4 texel; vec4 fragColor; vec4 specular = vec4(0.0); float intensity; float effective_scattering = min(scattering, cloud_self_shading); eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt); vec4 light_specular = gl_LightSource[0].specular * (eShade - 0.1); // If gl_Color.a == 0, this is a back-facing polygon and the // normal should be reversed. n = (2.0 * gl_Color.a - 1.0) * normal; n = normalize(n); // lookup on the opacity map vec3 light_vec = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz); //vec3 light_vec = vec3 (-1.0,0.0,0.0); vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); vec3 scaled_pos = relPos + ep.xyz; //vec3 lookup_vec = normalize(- normalize(light_vec) + relPos); scaled_pos -= offset_vec; float rangle = radians(angle); mat2 rotMat = mat2 (cos(rangle), -sin(rangle), sin(rangle), cos(rangle)); scaled_pos.xy *=rotMat; scaled_pos /= scale_vec; //vec3 lookup_pos = dot(base1,scaled_pos) * base1 + dot(base2,scaled_pos) * base2; vec3 lookup_pos = scaled_pos - light_vec * dot(light_vec, scaled_pos); vec3 lookup_vec = normalize(normalize(light_vec) + lookup_pos); vec4 opacity = textureCube(cube_texture, lookup_vec); vec4 diffuse = diffuse_term; NdotL = dot(n, lightDir); //NdotL = dot(n, (gl_ModelViewMatrix * vec4 (light_vec,0.0)).xyz); if (NdotL > 0.0) { diffuse.rgb += 2.0 * diffuse.rgb * (1.0 - opacity.a); color += diffuse * NdotL * opacity; NdotHV = max(dot(n, halfVector), 0.0); if (gl_FrontMaterial.shininess > 0.0) specular.rgb = (gl_FrontMaterial.specular.rgb * light_specular.rgb * pow(NdotHV, gl_FrontMaterial.shininess)); } color.a = diffuse.a; // This shouldn't be necessary, but our lighting becomes very // saturated. Clamping the color before modulating by the texture // is closer to what the OpenGL fixed function pipeline does. //color = clamp(color, 0.0, 1.0); vec3 secondary_light = vec3 (0.0,0.0,0.0); if (use_flashlight == 1) { secondary_light.rgb += flashlight(light_filter_one, light_radius); } if (use_flashlight == 2) { secondary_light.rgb += flashlight(light_filter_two, light_radius); } float dist = length(relPos); color.rgb += secondary_light * light_distance_fading(dist); texel = texture2D(texture, gl_TexCoord[0].st); if (grain_texture_enabled ==1) { vec4 grainTexel = texture2D(grain_texture, gl_TexCoord[0].st * grain_magnification); texel.rgb = mix(texel.rgb, grainTexel.rgb, grainTexel.a ); } fragColor = color * texel + specular; // implicit lightmap - the user gets to select a color which is then made emissive if (implicit_lightmap_enabled == 1) { float cdiff = (length(texel.rgb - tag_color)); float enhance = 1.0 - smoothstep(threshold_low, threshold_high, cdiff); fragColor.rgb = fragColor.rgb + enhance * emit_color * emit_intensity; } // explicit lightmap vec3 lightmapcolor = vec3(0.0, 0.0, 0.0); if (lightmap_enabled == 1) { vec4 lightmapTexel = texture2D(lightmap_texture, gl_TexCoord[0].st); vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor); lightmapFactor = lightmapFactor * lightmapTexel; if (lightmap_multi > 0 ) { lightmapcolor = lightmap_r_color * lightmapFactor.r + lightmap_g_color * lightmapFactor.g + lightmap_b_color * lightmapFactor.b + lightmap_a_color * lightmapFactor.a ; } else { lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r; } fragColor.rgb = max(fragColor.rgb, lightmapcolor.rgb * gl_FrontMaterial.diffuse.rgb * smoothstep(0.0, 1.0, texel.rgb*.5 + lightmapcolor.rgb*.5)); } gl_FragColor = fragColor; }