// -*-C++-*- // Ambient term comes in gl_Color.rgb. #version 120 varying vec4 diffuse_term; varying vec3 normal; varying vec3 ecViewDir; varying vec3 VTangent; uniform float visibility; uniform float air_pollution; uniform float moonlight; uniform float sun_angle; uniform bool use_clouds; uniform bool use_cloud_shadows; uniform bool use_overlay; uniform sampler2D texture; uniform sampler2D shadowtex; uniform sampler2D grain_texture; uniform sampler2D normal_texture; float Noise2D(in vec2 coord, in float wavelength); vec3 filter_combined (in vec3 color) ; vec3 moonlight_perception (in vec3 light); void main() { vec3 n; float NdotL, NdotHV; vec4 color = gl_Color; vec3 lightDir = normalize(gl_LightSource[0].position.xyz); vec3 halfVector = normalize(lightDir + normalize(ecViewDir)); vec4 texel; vec4 shadowTexel; vec4 grainTexel; vec4 fragColor; vec4 specular = vec4(0.0); // 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); float parallaxFactor = max(1.0 - dot(normalize(ecViewDir), n),0.0); vec3 VBinormal; VBinormal = normalize(cross(normal, VTangent)); float xOffset1 = -1.0 * dot(ecViewDir, normalize(VTangent)); float yOffset1 = -1.0 * dot(ecViewDir, VBinormal); vec2 grad_dir = normalize (vec2 (xOffset1, yOffset1)); vec4 nmap = texture2D(normal_texture, gl_TexCoord[0].st); float hmap = 1.0 - nmap.a; nmap = texture2D(normal_texture, gl_TexCoord[0].st - 0.0005 * grad_dir * hmap * 2.0 * parallaxFactor); // nmap.rgb should not be normalized, it adversely modifies N = 2 nmap - 1 // nmap.rgb = normalize(nmap.rgb); //if (nmap.b < 0.0) {nmap.b = -nmap.b;} vec3 N = nmap.rgb * 2.0 - 1.0; N = normalize(N.x * normalize(VTangent) * 0.6 + N.y * VBinormal * 0.6 + N.z * n); float xOffset = -0.005 * dot(lightDir, normalize(VTangent)); float yOffset = -0.005 * dot(lightDir, VBinormal); if ((use_cloud_shadows)&&(use_clouds)) {shadowTexel = texture2D(shadowtex, vec2(gl_TexCoord[0].s-xOffset, gl_TexCoord[0].t-yOffset));} else {shadowTexel = vec4 (0.0,0.0,0.0,0.0);} texel = texture2D(texture, gl_TexCoord[0].st - 0.0005 * grad_dir * hmap * 2.0 * parallaxFactor); float night_light = (1.0 -texel.a); texel.a = 1.0; grainTexel = texture2D(grain_texture, gl_TexCoord[0].st * 40.0); float noise = Noise2D( gl_TexCoord[0].st, 0.00005); noise += Noise2D( gl_TexCoord[0].st, 0.0002); noise += Noise2D( gl_TexCoord[0].st, 0.0001); noise= noise/3.0; vec3 light_specular = vec3 (1.0, 1.0, 1.0); NdotL = dot(N, lightDir); float NdotLraw = NdotL; // due to atmosphere scattering, we should make this harder NdotL = smoothstep(-0.2 ,0.2,NdotL); // fog does not feel normal map float NdotLfog = smoothstep(-0.2 , 0.2, dot(n, lightDir)); float intensity = length(diffuse_term); vec4 dawn = intensity * normalize (vec4 (1.0,0.5,0.3,1.0)); vec4 diff_term = mix(dawn, diffuse_term, smoothstep(0.0, 0.3, NdotL)); intensity = length(light_specular); light_specular = mix(dawn.rgb, light_specular, smoothstep(0.0, 0.4, NdotL)); float oceanness = smoothstep(0.0, 0.1,length(texel.rgb - vec3 (0.007,0.019, 0.078))); float specular_enhancement = 4.0 * (1.0 - oceanness); if (use_overlay) { //texel.rgb = mix(texel.rgb, grainTexel.rgb, 0.4* grainTexel.a * oceanness); texel.rgb = texel.rgb * (0.85 + 0.3 * noise); texel.r = smoothstep(0.0, 0.95, texel.r); texel.g = smoothstep(0.0, 0.95, texel.g); texel.b = smoothstep(0.0, 0.95, texel.b); float intensity = length(texel.rgb); texel.rgb = mix(texel.rgb, intensity * vec3 (1.0,1.0,1.0), 0.3); } //texel.rgb = vec3 (0.5,0.5,0.5); // strictly positive produces visible hard cut if (NdotL >= 0.0) { color += diff_term * NdotL * (1.0-shadowTexel.a); NdotHV = max(dot(n, halfVector), 0.0); if (gl_FrontMaterial.shininess > 0.0) specular.rgb = (gl_FrontMaterial.specular.rgb * specular_enhancement * light_specular * (1.0-shadowTexel.a) * pow(NdotHV, gl_FrontMaterial.shininess)); } vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight; moonLightColor = moonlight_perception (moonLightColor); color.rgb += moonLightColor; color.a = diffuse_term.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); fragColor = color * texel + specular; float night_light_factor = night_light * (1.0 - smoothstep(-0.3, 0.0, NdotLraw)); float noise_factor = (0.4 + 0.6* smoothstep(0.7 - 0.4* night_light,0.9 - 0.4 * night_light,noise)); night_light_factor *= noise_factor; vec3 light_color = vec3(1.0, 0.7, 0.3); vec3 central_light_color = vec3 (1.0, 1.0, 1.0); light_color = mix(light_color, central_light_color, smoothstep(0.3, 0.6,noise*noise * night_light)); fragColor.rgb += light_color * night_light_factor * 1.4; float angle = dot(normalize(ecViewDir), normalize(normal)); float distance_through_atmosphere = min(10.0 / (abs(angle)+0.001),500.0); float fogLighting = clamp(NdotLfog,0.0,1.0) * length(diff_term.rgb/1.73); vec4 fogColor = vec4 (0.83,0.9,1.0,1.0) * fogLighting; vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * fogLighting; float heightFactor = exp(-hmap * 0.8); distance_through_atmosphere *= heightFactor; float fogFactor = exp(-distance_through_atmosphere/(visibility/1000.0)); float rayleighFactor = exp(-distance_through_atmosphere/(300.0 / (1.0 + 4.0 * air_pollution)) ); fragColor.rgb = mix(rayleighColor, fragColor.rgb, rayleighFactor); fragColor = mix(fogColor, fragColor, fogFactor); fragColor.rgb = filter_combined(fragColor.rgb); gl_FragColor = clamp(fragColor, 0.0, 1.0); }