// -*-C++-*- // This is a library of filter functions // Thorsten Renk 2016 #version 120 uniform float gamma; uniform float brightness; uniform float delta_T; uniform float osg_SimulationTime; uniform float fact_grey; uniform float fact_black; uniform bool use_filtering; uniform bool use_night_vision; uniform bool use_IR_vision; uniform int display_xsize; uniform int display_ysize; float rand2D(in vec2 co); float Noise2D(in vec2 coord, in float wavelength); vec3 gamma_correction (in vec3 color) { float value = length(color)/1.732; return pow(value, gamma) * color; } vec3 brightness_adjust (in vec3 color) { return clamp(brightness * color, 0.0, 1.0); } vec3 night_vision (in vec3 color) { float value = length(color)/1.732; vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.5); float noise = Noise2D( vec2 (gl_FragCoord.x + 100.0 * osg_SimulationTime, gl_FragCoord.y + 300.0 * osg_SimulationTime), 4.0); float fade = 1.0 - smoothstep( 0.3 * display_ysize, 0.55 * display_ysize, length(gl_FragCoord.xy -center)); return vec3 (0.0, 1.0, 0.0) * value * (0.5 + 0.5 * noise) * fade; } vec3 IR_vision (in vec3 color) { float value = length(color)/1.732; value = 1.0 - value; float T_mapped = smoothstep(-10.0, 10.0, delta_T); float gain = mix(T_mapped, value, 0.5); //float gain = 0.2 * T_mapped + 0.8 * value * T_mapped; if (delta_T < -10.0) {gain = 0.0;} return vec3 (0.7, 0.7, 0.7) * gain; } vec3 moonlight_perception (in vec3 light) { return light; } vec3 g_force (in vec3 color) { vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.5); float greyout_band_width = 0.2; float blackout_band_width = 0.3; float f_grey = 1.0 - fact_grey; float greyout = smoothstep( f_grey * display_ysize, (f_grey + greyout_band_width) * display_ysize, length(gl_FragCoord.xy -center)); float tgt_brightness = (1.0 - 0.5 * greyout); float noise = Noise2D( vec2 (gl_FragCoord.x + 100.0 * osg_SimulationTime, gl_FragCoord.y + 300.0 * osg_SimulationTime), 8.0); float f_black = 1.0 - fact_black; noise *= (1.0 - smoothstep(0.0, 0.5, f_black)); color = mix(color, vec3 (1.0, 1.0, 1.0) * mix(length(color), tgt_brightness, greyout) , 0.9* greyout + 0.6 * noise); color *= tgt_brightness; float blackout = 1.0 - smoothstep( f_black * display_ysize, (f_black + blackout_band_width) * display_ysize, length(gl_FragCoord.xy -center)); color *= blackout; return color; } vec3 filter_combined (in vec3 color) { // Apply some dithering to eliminate banding caused by rendering to a // 32 bpp framebuffer float dither_noise = rand2D(gl_FragCoord.xy); color += mix(-0.5/255.0, 0.5/255.0, dither_noise); if (use_filtering == false) { return color; } color = g_force(color); if (use_night_vision) { color = brightness_adjust(color); color = night_vision(color); } else if (use_IR_vision) { float IR_brightness = min(1.0/(brightness+0.01), 5.0); color = clamp(IR_brightness * color, 0.0, 1.0); color = IR_vision(color); } else { color = brightness_adjust(color); } return gamma_correction (color); }