// WS30 FRAGMENT SHADER // -*-C++-*- #version 130 #extension GL_EXT_texture_array : enable // written by Thorsten Renk, Oct 2011, based on default.frag ////////////////////////////////////////////////////////////////// // TEST PHASE TOGGLES AND CONTROLS // // Development tools: // Reduce haze to almost zero, while preserving lighting. Useful for observing distant tiles. // Keeps the calculation overhead. This can be used for profiling. // Possible values: 0:Normal, 1:Reduced haze. const int reduce_haze_without_removing_calculation_overhead = 0; // Remove haze and lighting and shows just the texture. // Useful for checking texture rendering and scenery. // The compiler will likely optimise out the haze and lighting calculations. // Possible values: 0:Normal, 1:Just the texture. const int remove_haze_and_lighting = 0; // Use built-in water shader. Use for testing impact of ws30-water.frag const int water_shader = 1; // // End of test phase controls ////////////////////////////////////////////////////////////////// // Ambient term comes in gl_Color.rgb. varying vec4 light_diffuse_comp; varying vec3 normal; varying vec3 relPos; varying vec2 ground_tex_coord; uniform sampler2D landclass; uniform sampler2DArray textureArray; varying float yprime_alt; varying float mie_angle; varying vec4 ecPosition; 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; // Passed from VPBTechnique, not the Effect // Passed from VPBTechnique, not the Effect uniform float fg_tileWidth; uniform float fg_tileHeight; uniform bool fg_photoScenery; uniform vec4 fg_dimensionsArray[128]; uniform vec4 fg_ambientArray[128]; uniform vec4 fg_diffuseArray[128]; uniform vec4 fg_specularArray[128]; uniform vec4 fg_textureLookup1[128]; uniform vec4 fg_textureLookup2[128]; uniform vec4 fg_materialParams3[128]; #define MAX_TEXTURES 8 uniform mat4 fg_zUpTransform; uniform vec3 fg_modelOffset; const float EarthRadius = 5800000.0; const float terminator_width = 200000.0; float alt; float eShade; float fog_func (in float targ, in float alt); vec3 get_hazeColor(in float light_arg); vec3 filter_combined (in vec3 color) ; float shadow_func (in float x, in float y, in float noise, in float dist); float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density); float Noise2D(in vec2 coord, in float wavelength); float Noise3D(in vec3 coord, in float wavelength); float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness); float Strata3D(in vec3 coord, in float wavelength, in float variation); float fog_func (in float targ, in float alt); float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_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 rayleigh_out_shift(in vec3 color, in float outscatter); vec3 get_hazeColor(in float light_arg); vec3 searchlight(); vec3 landing_light(in float offset, in float offsetv); vec3 filter_combined (in vec3 color) ; float getShadowing(); vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel); vec4 generateWaterTexel(); // Not used float luminance(vec3 color) { return dot(vec3(0.212671, 0.715160, 0.072169), color); } ////////////////////////// // Test-phase code: // These should be sent as uniforms // Tile dimensions in meters // vec2 tile_size = vec2(tile_width , tile_height); // Testing: texture coords are sent flipped right now: // Note tile_size is defined in the shader include: ws30-landclass-search-functions.frag. // vec2 tile_size = vec2(tile_height , tile_width); // From noise.frag float rand2D(in vec2 co); // Create random landclasses without a texture lookup to stress test. // Each square of square_size in m is assigned a random landclass value. int get_random_landclass(in vec2 co, in vec2 tile_size); // End Test-phase code //////////////////////// // These functions, and other function they depend on, are defined // in ws30-ALS-landclass-search.frag. // Lookup a ground texture at a point based on the landclass at that point, without visible // seams at coordinate discontinuities or at landclass boundaries where texture are switched. // The partial derivatives of the tile_coord at the fragment is needed to adjust for // the stretching of different textures, so that the correct mip-map level is looked // up and there are no seams. // Texture types: 0: base texture, 1: grain texture, 2: gradient texture, 3 dot texture, // 4: mix texture, 5: detail texture. vec4 lookup_ground_texture_array(in int texture_type, in vec2 ground_texture_coord, in int landclass_id, in vec4 dFdx_and_dFdy); // Look up the landclass id [0 .. 255] for this particular fragment. // Lookup id of any neighbouring landclass that is within the search distance. // Searches are performed in upto 4 directions right now, but only one landclass is looked up // Create a mix factor werighting the influences of nearby landclasses void get_landclass_id(in vec2 tile_coord, in vec4 dFdx_and_dFdy, out int landclass_id, out ivec4 neighbor_landclass_ids, out int num_unique_neighbors,out vec4 mix_factor ); // Look up the texel of the specified texture type (e.g. grain or detail textures) for this fragment // and any neighbor texels, then mix. vec4 get_mixed_texel(in int texture_type, in vec2 g_texture_coord, in int landclass_id, in int num_unique_neighbors, in ivec4 neighbor_texel_landclass_ids, in vec4 neighbor_mix_factors, in vec4 dFdx_and_dFdy ); // Determine the texel and material parameters for a particular fragment, // Taking into account photoscenery etc. void get_material(in int landclass, in vec2 ground_tex_coord, in vec4 dxdy_gc, out float mat_shininess, out vec4 mat_ambient, out vec4 mat_diffuse, out vec4 mat_specular, out vec4 dxdy, out vec2 st ); // Apply the ALS haze model to a specific fragment vec4 applyHaze(inout vec4 fragColor, inout vec3 hazeColor, in vec3 secondary_light, in float ct, in float hazeLayerAltitude, in float visibility, in float avisibility, in float dist, in float lightArg, in float mie_angle); // Procedurally generate a water texel for this fragment vec4 generateWaterTexel(); void main() { vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); // this is taken from default.frag float NdotL, NdotHV, fogFactor; vec3 n = normalize(normal); 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; // Material/texel properties float mat_shininess; vec2 st; vec4 mat_ambient, mat_diffuse, mat_specular, dxdy; // Tile texture coordinates range [0..1] over the tile 'rectangle' vec2 tile_coord = gl_TexCoord[0].st; // Look up the landclass id [0 .. 255] for this particular fragment // and any neighbouring landclass that is close. // Each tile has 1 texture containing landclass ids stetched over it. // Landclass for current fragment, and up-to 4 neighboring landclasses - 2 used currently int lc; ivec4 lc_n; int num_unique_neighbors = 0; // Mix factor of base textures for 2 neighbour landclass(es) vec4 mfact; // Partial derivatives of s and t for this fragment, // with respect to window (screen space) x and y axes. // Used to pick mipmap LoD levels, and turn off unneeded procedural detail // dFdx and dFdy are packed in a vec4 so multiplying // to scale takes 1 instruction slot. vec4 dxdy_gc = vec4(dFdx(tile_coord) , dFdy(tile_coord)); get_landclass_id(tile_coord, dxdy_gc, lc, lc_n, num_unique_neighbors, mfact); get_material(lc, ground_tex_coord, dxdy_gc, mat_shininess, mat_ambient, mat_diffuse, mat_specular, dxdy, st); if (fg_photoScenery) { texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t)); } else { // Lookup the base texture texel for this fragment. No mixing at this quality level. texel = lookup_ground_texture_array(0, st, lc, dxdy); } if ((water_shader == 1) && (fg_photoScenery == false) && fg_materialParams3[lc].x > 0.5) { // This is a water fragment, so calculate the fragment color procedurally fragColor = generateWaterTexel(); fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, fragColor.rgb); } else { // Photoscenery or land fragment, so determine the shading and color normally vec4 color = mat_ambient * (gl_LightModel.ambient + gl_LightSource[0].ambient); // Testing code: // Use rlc even when looking up textures to recreate the extra performance hit // so any performance difference between the two is due to the texture lookup // color = color+0.00001*float(get_random_landclass(tile_coord.st, tile_size)); float effective_scattering = min(scattering, cloud_self_shading); vec4 light_specular = gl_LightSource[0].specular; // 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; NdotL = dot(n, lightDir); vec4 diffuse_term = light_diffuse_comp * mat_diffuse; if (NdotL > 0.0) { float shadowmap = getShadowing(); vec4 diffuse_term = light_diffuse_comp * mat_diffuse; color += diffuse_term * NdotL * shadowmap; NdotHV = max(dot(n, halfVector), 0.0); if (mat_shininess > 0.0) specular.rgb = (mat_specular.rgb * light_specular.rgb * pow(NdotHV, gl_FrontMaterial.shininess) * shadowmap); } 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); // Testing code: mix with green to show values of variables at each point //vec4 green = vec4(0.0, 0.5, 0.0, 0.0); //texel = mix(texel, green, (mfact[2])); fragColor = color * texel + specular; fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb); } // angle with horizon float dist = length(relPos); float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist; float lightArg = (terminator-yprime_alt)/100000.0; vec3 hazeColor = get_hazeColor(lightArg); gl_FragColor = applyHaze(fragColor, hazeColor, vec3(0.0), ct, hazeLayerAltitude, visibility, avisibility, dist, lightArg, mie_angle); // Testing phase controls: if (remove_haze_and_lighting == 1) { gl_FragColor = texel; } }