#version 120 uniform float fg_Fcoef; uniform sampler2D baseTexture; uniform float scattering; varying float fogFactor; varying float mie_frag; varying float mie_frag_mod; varying float z_pos; varying float bottom_shade; varying vec3 internal_pos; varying vec3 hazeColor; varying float flogz; vec3 filter_combined (in vec3 color) ; void main(void) { vec4 base = texture2D( baseTexture, gl_TexCoord[0].st); if (base.a < 0.02) discard; float mie_factor = 0.0; float geo_factor = 1.0; float mie_sign = 1.0; if (mie_frag < 0.0) {mie_sign = -1.0;} if (mie_sign > 0.0) {mie_factor = smoothstep(0.8, 1.0, mie_frag);} else {mie_factor = -1.0 * (1.0 - smoothstep(-1.0, -0.8, mie_frag));} mie_factor *= mie_frag_mod; // suppress effect in cloud center float z_bias = 0.2 * (1.0 - smoothstep(2.0, 3.0, z_pos)); geo_factor *= smoothstep(-0.9 - z_bias, -0.4 - z_bias, internal_pos.x) * (1.0 -smoothstep(0.4 + z_bias, 0.9 + z_bias, internal_pos.x)); geo_factor *= smoothstep(-0.9 - z_bias, -0.4 - z_bias, internal_pos.y) * (1.0 -smoothstep(0.4 + z_bias, 0.9 + z_bias, internal_pos.y)); geo_factor *= smoothstep(0, 0.3, internal_pos.z) * (1.0 - smoothstep(0.5, 1.2, internal_pos.z)); if (mie_sign > 0.0) { mie_factor *=(1.0 -geo_factor); } float transparency = smoothstep(0.0, 0.7, base.a); float opacity = smoothstep(0.7, 1.0, base.a); float inverse_mie = 0.0; if ((opacity == 0.0) && (mie_sign > 0.0)) // Mie forward scattering enhancing light {mie_factor *= (1.0 - pow(transparency, 2.0));} else if ((opacity == 0.0) && (mie_sign < 0.0)) // Mie forward scattering reducing reflected light { inverse_mie = (1.0 - pow(transparency, 2.0)) * smoothstep(0.65, 0.8, scattering); inverse_mie *= (1.0 - smoothstep(-1.0, -0.5, mie_frag)); } else if (mie_sign > 0.0) // bulk light absorption {mie_factor *= - 4.0 * pow(opacity, 2.0);} // darken the bulk of the away-facing cloud float bulk_shade_factor = (1.0 - 0.6 * geo_factor * smoothstep(0.5, 1.0, mie_frag)); bulk_shade_factor -= 0.3 * smoothstep(0.5, 1.0, mie_frag) * (1.0 - mie_frag_mod) * (1.0 - smoothstep(0.4, 0.5, bottom_shade)); float mie_enhancement = 1.0 + clamp(mie_factor, 0.0, 1.0); mie_enhancement = mie_enhancement * bulk_shade_factor; vec4 finalColor = base * gl_Color; finalColor.rgb *= mie_enhancement * (1.0 - 0.4 * inverse_mie); finalColor.rgb = max(finalColor.rgb, gl_Color.rgb * 1.2 * bottom_shade); finalColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor ); finalColor.rgb = filter_combined(finalColor.rgb); gl_FragColor.rgb = finalColor.rgb; gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor)); // logarithmic depth gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5; }