// -*-C++-*- #version 120 varying float fogFactor; varying vec3 hazeColor; uniform float terminator; uniform float altitude; uniform float cloud_self_shading; uniform float moonlight; uniform float air_pollution; uniform float range; const float shade = 1.0; const float cloud_height = 1000.0; const float EarthRadius = 5800000.0; // light_func is a generalized logistic function fit to the light intensity as a function // of scaled terminator position obtained from Flightgear core 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 0.03;} return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); } void main(void) { vec3 shadedFogColor = vec3 (0.65, 0.67, 0.78); vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; //gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0); vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0); vec3 u = normalize(ep.xyz - l.xyz); gl_Position = vec4(0.0, 0.0, 0.0, 1.0); gl_Position.x = gl_Vertex.x; gl_Position.y += gl_Vertex.y; gl_Position.z += gl_Vertex.z; gl_Position.xyz += gl_Color.xyz; // Determine a lighting normal based on the vertex position from the // center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker. float n = dot(normalize(-gl_LightSource[0].position.xyz), normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));; // Determine the position - used for fog and shading calculations vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position); float fogCoord = abs(ecPosition.z); float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height); vec3 relVector = gl_Position.xyz - ep.xyz; gl_Position = gl_ModelViewProjectionMatrix * gl_Position; // Light at the final position // first obtain normal to sun position vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz; vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0)); // yprime is the distance of the vertex into sun direction, corrected for altitude //float vertex_alt = max(altitude * 0.30480 + relVector.z,100.0); float vertex_alt = altitude + relVector.z; float yprime = -dot(relVector, lightHorizon); float yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt); // compute the light at the position vec4 light_diffuse; float lightArg = (terminator-yprime_alt)/100000.0; light_diffuse.b = light_func(lightArg -1.2 * air_pollution, 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0); light_diffuse.g = light_func(lightArg -0.6 * air_pollution, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0); light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0); light_diffuse.a = 1.0; //float light_intensity = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0); //vec4 light_diffuse = vec4 (0.57, 0.57, 0.9, 1.0); //light_diffuse.rgb = light_intensity * light_diffuse.rgb; // two times terminator width governs how quickly light fades into shadow float terminator_width = 200000.0; float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1; //float intensity = length(light_diffuse.rgb); float intensity = (1.0 - (0.5 * (1.0 - earthShade))) * length(light_diffuse.rgb); //light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading )))); light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading )))); if (earthShade < 0.6) { intensity = length(light_diffuse.rgb); light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.6,earthShade ) )); } // Determine the shading of the sprite based on its vertical position and position relative to the sun. // n = min(smoothstep(-0.5, 0.0, n), fract); // Determine the shading based on a mixture from the backlight to the front //vec4 backlight = light_diffuse * shade; gl_FrontColor = light_diffuse;//mix(backlight, light_diffuse, n); //gl_FrontColor += gl_FrontLightModelProduct.sceneColor; // As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out. gl_FrontColor.a = min(smoothstep(100.0, 250.0, fogCoord), 1.0 - smoothstep(0.9 * range, range, fogCoord)); // During the day, noctilucent clouds are invisible //gl_FrontColor.a = gl_FrontColor.a * (1.0 - smoothstep(3.0,5.0,lightArg)); // Fog doesn't affect rain as much as other objects. //fogFactor = exp( -gl_Fog.density * fogCoord * 0.4); //fogFactor = clamp(fogFactor, 0.0, 1.0); float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0); if (fadeScale < 0.05) fadeScale = 0.05; fogFactor = exp( -gl_Fog.density * 0.5* fogCoord * fadeScale); hazeColor = light_diffuse.rgb; hazeColor.r = hazeColor.r * 0.83; hazeColor.g = hazeColor.g * 0.9; // in sunset or sunrise conditions, do extra shading of clouds //hazeColor = hazeColor * earthShade; //gl_FrontColor.rgb = gl_FrontColor.rgb * earthShade; gl_FrontColor.rgb = gl_FrontColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade)); hazeColor.rgb = hazeColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade)); gl_BackColor = gl_FrontColor; }