// -*-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 bool use_clouds; uniform bool use_cloud_shadows; uniform sampler2D texture; uniform sampler2D shadowtex; float luminance(vec3 color) { return dot(vec3(0.212671, 0.715160, 0.072169), color); } void main() { vec3 n; float NdotL, NdotHV; vec4 color = gl_Color; vec3 lightDir = gl_LightSource[0].position.xyz; //vec3 halfVector = gl_LightSource[0].halfVector.xyz; vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewDir)); vec4 texel; vec4 shadowTexel; 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); vec3 VBinormal; VBinormal = cross(normal, VTangent); float xOffset = -0.005 * dot(normalize(lightDir), normalize(VTangent)); float yOffset = -0.005 * dot(normalize(lightDir), normalize(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); vec3 light_specular = vec3 (1.0, 1.0, 1.0); NdotL = dot(n, lightDir); float intensity = length(diffuse_term); vec4 dawn = intensity * normalize (vec4 (1.0,0.4,0.4,1.0)); vec4 diff_term = mix(dawn, diffuse_term, smoothstep(0.0, 0.2, NdotL)); intensity = length(light_specular); light_specular = mix(dawn.rgb, light_specular, smoothstep(0.0, 0.2, NdotL)); float specular_enhancement = 4.0 * (1.0 -smoothstep(0.0, 0.1,length(texel.rgb - vec3 (0.007,0.019, 0.078)))); if (NdotL > 0.0) { color += diffuse_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)); } 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; //fragColor = fragColor * (1.0 - 0.5 * shadowTexel.a); //fragColor = mix(fragColor, shadowTexel, shadowTexel.a); float angle = dot(normalize(ecViewDir), normalize(normal)); float distance_through_atmosphere = 10.0 / ((angle)+0.001); vec4 fogColor = vec4 (0.83,0.9,1.0,1.0) * clamp(length(diffuse_term.rgb * clamp(NdotL,0.01, 0.99)),0.0,1.0); //float visibility = 80.0; float fogFactor = exp(-distance_through_atmosphere/(visibility/1000.0)); fragColor = mix(fogColor, fragColor, fogFactor); gl_FragColor = fragColor; }