// 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; // Randomise texture lookups for 5 non-base textures e.g. mix_texture, detaile_texture etc. // Each landclass is assigned 5 random textures from the ground texture array. // This simulates a worst case possible texture lookup scenario, without needing access to material parameters. // This does not simulate multiple texture sets, of which there may be up-to 4. // The performance will likely be worse than in a real situation - there might be fewer textures // for mix, detail and other textures. This might be easier on the GPUs texture caches. // Possible values: 0: disabled (default), // 1: enabled, // 2: remove texture array lookups for 5 textures - only base texture + neighbour base textures const int randomise_texture_lookups = 0; // // End of test phase controls ////////////////////////////////////////////////////////////////// // written by Thorsten Renk, Oct 2011, based on default.frag // Ambient term comes in gl_Color.rgb. varying vec4 light_diffuse_comp; varying vec3 normal; varying vec3 relPos; varying vec2 ground_tex_coord; varying vec3 worldPos; varying vec2 rawPos; // Testing code: //vec3 worldPos = vec3(5000.0, 6000.0, 7000.0) + vec3(vec2(rawPos), 600.0); // vec3(100.0, 10.0, 3.0); varying vec3 ecViewdir; varying vec2 grad_dir; //varying vec2 orthoTexCoord; varying vec4 ecPosition; uniform sampler2D landclass; uniform sampler2DArray textureArray; uniform sampler2D perlin; varying float steepness; 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 snowlevel; uniform float dust_cover_factor; uniform float lichen_cover_factor; uniform float wetness; uniform float fogstructure; uniform float snow_thickness_factor; uniform float cloud_self_shading; uniform float season; uniform float air_pollution; uniform float WindE; uniform float WindN; uniform float landing_light1_offset; uniform float landing_light2_offset; uniform float landing_light3_offset; uniform float osg_SimulationTime; uniform int wind_effects; uniform int cloud_shadow_flag; uniform int use_searchlight; uniform int use_landing_light; uniform int use_alt_landing_light; // Testing code: Currently hardcoded to 2000, to allow noise functions to run while waiting for landclass lookup(s) uniform int swatch_size; //in metres, typically 1000 or 2000 // Passed from VPBTechnique, not the Effect uniform float fg_tileWidth; uniform float fg_tileHeight; uniform bool fg_photoScenery; // Material parameters, from material definitions and effect defaults, for each landclass. // xsize and ysize uniform vec4 fg_dimensionsArray[128]; // RGBA ambient color uniform vec4 fg_ambientArray[128]; // RGBA diffuse color uniform vec4 fg_diffuseArray[128]; // RGBA specular color uniform vec4 fg_specularArray[128]; // Indicies of textures in the ground texture array for different // texture slots (grain, gradient, dot, mix, detail) for each landclass uniform vec4 fg_textureLookup1[128]; uniform vec4 fg_textureLookup2[128]; // Each element of a vec4 contains a different materials parameter. uniform vec4 fg_materialParams1[128]; uniform vec4 fg_materialParams2[128]; uniform mat4 fg_zUpTransform; uniform vec3 fg_modelOffset; const float EarthRadius = 5800000.0; const float terminator_width = 200000.0; // Testing phase: Why are these in global scope in WS2 shaders? //float alt; float eShade; float yprime_alt; float mie_angle; 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); // a fade function for procedural scales which are smaller than a pixel float detail_fade (in float scale, in float angle, in float dist) { float fade_dist = 2000.0 * scale * angle/max(pow(steepness,4.0), 0.1); return 1.0 - smoothstep(0.5 * fade_dist, fade_dist, dist); } ////////////////////////// // Test-phase code: // These should be sent as uniforms // Tile dimensions in meters // vec2 tile_size = vec2(fg_tileWidth , fg_tileHeight); // 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(fg_tileHeight , fg_tileWidth); // Uniform array lookup functions example: // Access data[] as if it was a 1-d array of floats // with data sorted as rows of data values for each row of texture variants // using index for the relevant value /* float getFloatFromArrayData(int i) { int n = int(floor(float(i/4.0))); vec4 v4 = someArray[n]; int index_within_v4 = int(mod(float(i),4.0)); float value = v4[index_within_v4]; return value; } vec4 getVec4FromArrayData(int i) { return (vec4(getFloatFromArrayData(i), getFloatFromArrayData(i+1), getFloatFromArrayData(i+2), getFloatFromArrayData(i+3))); } */ // From noise.frag float rand2D(in vec2 co); // Generates a full precision 32 bit random number from 2 seeds // as well as 6 random integers between 0 and factor that are rescaled 0.0-1.0 // by re-using the significant figures from the full precision number. // This avoids having to generate 6 random numbers when // limited variation is needed: say 6 numbers with 100 levels (i.e between 0 and 100). // Seed 2 is incremented so the function can be called again to generate // a different set of numbers float get6_rand_nums(in float PRNGseed1, inout float PRNGseed2, float factor, out float [6] random_integers ); // These functions, and other function they depend on, are defined // in ws30-ALS-landclass-search.frag. // 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); // 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 ); // End Test-phase code //////////////////////// void main() { float alt; yprime_alt = light_diffuse_comp.a; //diffuse_term.a = 1.0; mie_angle = gl_Color.a; float effective_scattering = min(scattering, cloud_self_shading); // distance to fragment float dist = length(relPos); // angle of view vector with horizon float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist; // float altitude of fragment above sea level float msl_altitude = (relPos.z + eye_alt); // vec3 shadedFogColor = vec3(0.65, 0.67, 0.78); vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); // this is taken from default.frag vec3 n; float NdotL, NdotHV, fogFactor; vec3 lightDir = gl_LightSource[0].position.xyz; vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir)); vec4 texel; vec4 snow_texel; vec4 detail_texel; vec4 mix_texel; vec4 grain_texel; vec4 dot_texel; vec4 gradient_texel; //vec4 foam_texel; vec4 fragColor; vec4 specular = vec4(0.0); float intensity; // Wind motion of the overlay noise simulating movement of vegetation and loose debris vec2 windPos; if (wind_effects > 1) { float windSpeed = length(vec2 (WindE,WindN)) /3.0480; // interfering sine wave wind pattern float sineTerm = sin(0.35 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y)); sineTerm = sineTerm + sin(0.3 * windSpeed * osg_SimulationTime + 0.04 * (rawPos.x + rawPos.y)); sineTerm = sineTerm + sin(0.22 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y)); sineTerm = sineTerm/3.0; // non-linear amplification to simulate gusts sineTerm = sineTerm * sineTerm;//smoothstep(0.2, 1.0, sineTerm); // wind starts moving dust and leaves at around 8 m/s float timeArg = 0.01 * osg_SimulationTime * windSpeed * smoothstep(8.0, 15.0, windSpeed); timeArg = timeArg + 0.02 * sineTerm; windPos = vec2 (rawPos.x + WindN * timeArg, rawPos.y + WindE * timeArg); } else { windPos = rawPos.xy; } // get noise at different wavelengths in units of swatch_size // original assumed 4km texture. // used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow // 50m: detail texel // 250m: detail texel // 500m: distortion and overlay // 1500m: overlay, detail, dust, fog // 2000m: overlay, detail, snow, fog // Perlin noise float noise_10m = Noise2D(rawPos.xy, 10.0); float noise_5m = Noise2D(rawPos.xy ,5.0); float noise_2m = Noise2D(rawPos.xy ,2.0); float noise_1m = Noise2D(rawPos.xy ,1.0); float noise_01m = Noise2D(windPos.xy, 0.1); float noisegrad_10m; float noisegrad_5m; float noisegrad_2m; float noisegrad_1m; // Noise relative to swatch size float noise_25m = Noise2D(rawPos.xy, swatch_size*0.000625); float noise_50m = Noise2D(rawPos.xy, swatch_size*0.00125); float noise_250m = Noise3D(worldPos.xyz,swatch_size*0.0625); float noise_500m = Noise3D(worldPos.xyz, swatch_size*0.125); float noise_1500m = Noise3D(worldPos.xyz, swatch_size*0.3750); float noise_2000m = Noise3D(worldPos.xyz, swatch_size*0.5); float noise_4000m = Noise3D(worldPos.xyz, swatch_size); //WS2: uniforms aren't looked up until later in WS3 // dot noise //float dotnoise_2m = DotNoise2D(rawPos.xy, 2.0 * dot_size,0.5, dot_density); //float dotnoise_10m = DotNoise2D(rawPos.xy, 10.0 * dot_size, 0.5, dot_density); //float dotnoise_15m = DotNoise2D(rawPos.xy, 15.0 * dot_size, 0.33, dot_density); float dotnoisegrad_10m; // slope noise float slopenoise_50m = SlopeLines2D(rawPos.xy, grad_dir, 50.0, steepness); float slopenoise_100m = SlopeLines2D(rawPos.xy, grad_dir, 100.0, steepness); float snownoise_25m = mix(noise_25m, slopenoise_50m, clamp(3.0*(1.0-steepness),0.0,1.0)); float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness),0.0,1.0)); // get the texels float distortion_factor = 1.0; vec2 stprime; int flag = 1; int mix_flag = 1; float noise_term; float snow_alpha; // Oct 27 2021: // Geometry is in the form of roughly rectangular 'tiles' // with a mesh forming a grid with regular spacing. // Each vertex in the mesh is given an elevation // Tile dimensions in m // Testing: created from two float uniforms in global scope. Should be sent as a vec2 // vec2 tile_size // Tile texture coordinates range [0..1] over the tile 'rectangle' vec2 tile_coord = gl_TexCoord[0].st; // Testing code: Coordinate used by ground texture arrays //vec2 ground_tex_coord = gl_TexCoord[0].st; // Test phase: Constants and toggles for transitions between landlcasses are defined at // the top landclass-search-functions.frag. // There are some controls for haze and lighting at the top of this file. // 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 of ground texture coords 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 everything // to scale takes 1 instruction slot. vec4 dxdy_gc = vec4(dFdx(ground_tex_coord) , dFdy(ground_tex_coord)); get_landclass_id(tile_coord, dxdy_gc, lc, lc_n, num_unique_neighbors, mfact); // The landclass id is used to index into arrays containing // material parameters and textures for the landclass as // defined in the regional definitions float index = float(lc)/512.0; vec4 index_n = vec4(lc_n)/512.0; float mat_shininess = fg_dimensionsArray[lc].z; vec4 mat_ambient = fg_ambientArray[lc]; vec4 mat_diffuse = fg_diffuseArray[lc]; vec4 mat_specular = fg_specularArray[lc]; // 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.rgb = color.rgb+0.00001*float(get_random_landclass(tile_coord.st, tile_size)); // Look up ground textures by indexing into the texture array. // Calculate texture coords for ground textures // Textures are stretched along the ground to different // lengths along each axes as set by and // regional definitions parameters. vec2 stretch_dimensions = fg_dimensionsArray[lc].st; vec2 tileSize = vec2(fg_tileWidth, fg_tileHeight); vec2 texture_scaling = tileSize.yx / stretch_dimensions.st; vec2 st = texture_scaling.st * ground_tex_coord.st; // Scale partial derivatives vec4 dxdy = vec4(texture_scaling.st, texture_scaling.st) * dxdy_gc; if (fg_photoScenery) { // In the photoscenery case we don't have landclass or materials available, so we // just use constants for the material properties. mat_ambient = vec4(0.2,0.2,0.2,1.0); mat_diffuse = vec4(0.8,0.8,0.8,1.0); mat_specular = vec4(0.0,0.0,0.0,1.0); mat_shininess = 1.2; // The photoscenery orthophots are stored in the landclass texture // and use normalised tile coordinates texel = texture(landclass, vec2(tile_coord.s, 1.0 - tile_coord.t)); // Do not attempt any mixing flag = 0; mix_flag = 0; } else { // Color Mode is always AMBIENT_AND_DIFFUSE, which means // using a base colour of white for ambient/diffuse, // rather than the material color from ambientArray/diffuseArray. mat_ambient = vec4(1.0,1.0,1.0,1.0); mat_diffuse = vec4(1.0,1.0,1.0,1.0); mat_specular = fg_specularArray[lc]; mat_shininess = fg_dimensionsArray[lc].z; // Lookup the base texture texel for this fragment and any neighbors, with mixing texel = get_mixed_texel(0, ground_tex_coord, lc, num_unique_neighbors, lc_n, mfact, dxdy_gc); } vec4 color = gl_Color * mat_ambient; color.a = 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])); // Lookup material parameters for the landclass at this fragment. // Material parameters are from material definitions XML files (e.g. regional definitions in data/Materials/regions). They have the same names. // These parameters are contained in arrays of uniforms fg_materialParams1 and fg_materialParams2. // The uniforms are vec4s, and each parameter is mapped to a vec4 element (rgba channels). // In WS2 these parameters were available as uniforms of the same name. // Testing: The mapping is hardcoded at the moment. float transition_model = fg_materialParams1[lc].r; float hires_overlay_bias = fg_materialParams1[lc].g; float grain_strength = fg_materialParams1[lc].b; float intrinsic_wetness = fg_materialParams1[lc].a; float dot_density = fg_materialParams2[lc].r; float dot_size = fg_materialParams2[lc].g; float dust_resistance = fg_materialParams2[lc].b; int rock_strata = int(fg_materialParams2[lc].a); // dot noise float dotnoise_2m = DotNoise2D(rawPos.xy, 2.0 * dot_size,0.5, dot_density); float dotnoise_10m = DotNoise2D(rawPos.xy, 10.0 * dot_size, 0.5, dot_density); float dotnoise_15m = DotNoise2D(rawPos.xy, 15.0 * dot_size, 0.33, dot_density); // Testing code - set randomise_texture_lookups = 2 to only look up the base texture with no extra transitions. detail_texel = texel; mix_texel = texel; grain_texel = texel; dot_texel = texel; gradient_texel = texel; /* // Texture lookup testing code: // To test this block, uncomment it and turn off normal and random texture lookups // by setting randomise_texture_lookups = 2 or more. int tex2; // Grain texture is material texture 14, which is mapped to the r channel of fg_textureLookup2 tex2 = int(fg_textureLookup2[lc].r * 255.0 + 0.5); grain_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2)); // Gradient texture is material texture 13, which is mapped to the a channel of fg_textureLookup1 tex2 = int(fg_textureLookup1[lc].a * 255.0 + 0.5); gradient_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2)); // Dot texture is material texture 15, which is mapped to the g channel of fg_textureLookup2 tex2 = int(fg_textureLookup2[lc].g * 255.0 + 0.5); dot_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2)); // Mix texture is material texture 12, which is mapped to the b channel of fg_textureLookup1 tex2 = int(fg_textureLookup1[lc].b * 255.0 + 0.5); mix_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2)); if (mix_texel.a < 0.1) { mix_flag = 0;} // Disable if no index found // Detail texture is material texture 11, which is mapped to the g channel of fg_textureLookup1 tex2 = int(fg_textureLookup1[lc].g * 255.0 + 0.5); detail_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2)); if (detail_texel.a < 0.1) { flag = 0;} // Disable if no index found //Examples of how lookup_ground_texture array is used with the above grain/gradient texture lookups: //grain_texel = lookup_ground_texture_array(1, st * 1.3, lc, dxdy * 1.3); //gradient_texel = lookup_ground_texture_array(2, st * 1.3, lc, dxdy * 1.3); */ // Generate 6 random numbers float pseed2 = 1.0; int tex_id_lc[6]; float rn[6]; if (randomise_texture_lookups == 1) { get6_rand_nums(float(lc)*33245.31, pseed2, 47.0, rn); for (int i=0;i<6;i++) tex_id_lc[i] = int(mod( (float(lc)+(rn[i]*47.0)+1.0) , 48.0)); } //texel = mix(vec4(vec3(0.0),1.0), vec4(0.0,0.5,0.0,1.0), float(tex_id_lc[2])/48.0); // WS2: //grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * 25.0); //gradient_texel = texture2D(gradient_texture, gl_TexCoord[0].st * 4.0); //stprime = gl_TexCoord[0].st * 80.0; //stprime = stprime + normalize(relPos).xy * 0.01 * (dotnoise_10m + dotnoise_15m); //dot_texel = texture2D(dot_texture, vec2 (stprime.y, stprime.x) ); if (randomise_texture_lookups == 0) { grain_texel = lookup_ground_texture_array(1, st * 25.0, lc, dxdy * 25.0); gradient_texel = lookup_ground_texture_array(2, st * 4.0, lc, dxdy * 4.0); } else if (randomise_texture_lookups == 1) { grain_texel = lookup_ground_texture_array(0, st * 25.0, tex_id_lc[0], dxdy * 25.0); gradient_texel = lookup_ground_texture_array(0, st * 4.0, tex_id_lc[1], dxdy * 4.0); } stprime = st * 80.0; stprime = stprime + normalize(relPos).xy * 0.01 * (dotnoise_10m + dotnoise_15m); vec4 dxdy_prime = vec4(dFdx(stprime), dFdy(stprime)); if (randomise_texture_lookups == 0) { dot_texel = lookup_ground_texture_array(3, stprime.ts, lc, dxdy_prime.tsqp); } else if (randomise_texture_lookups == 1) { dot_texel = lookup_ground_texture_array(0, stprime.ts, tex_id_lc[2], dxdy_prime.tsqp); } // Testing: WS2 code after this, except for random texture lookups and partial derivatives float local_autumn_factor = texel.a; // we need to fade procedural structures when they get smaller than a single pixel, for this we need // to know under what angle we see the surface float view_angle = abs(dot(normalize(normal), normalize(ecViewdir))); float sfactor = sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15; // the snow texel is generated procedurally if (msl_altitude +500.0 > snowlevel) { snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_500m + 0.1* (1.0 - noise_10m) ); snow_texel.r = snow_texel.r * (0.9 + 0.05 * (noise_10m + noise_5m)); snow_texel.g = snow_texel.g * (0.9 + 0.05 * (noise_10m + noise_5m)); snow_texel.a = 1.0; noise_term = 0.1 * (noise_500m-0.5) ; noise_term = noise_term + 0.2 * (snownoise_50m -0.5) * detail_fade(50.0, view_angle, 0.5*dist) ; noise_term = noise_term + 0.2 * (snownoise_25m -0.5) * detail_fade(25.0, view_angle, 0.5*dist) ; noise_term = noise_term + 0.3 * (noise_10m -0.5) * detail_fade(10.0, view_angle, 0.8*dist) ; noise_term = noise_term + 0.3 * (noise_5m - 0.5) * detail_fade(5.0, view_angle, dist); noise_term = noise_term + 0.15 * (noise_2m -0.5) * detail_fade(2.0, view_angle, dist); noise_term = noise_term + 0.08 * (noise_1m -0.5) * detail_fade(1.0, view_angle, dist); snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(msl_altitude -snowlevel) ); } if (mix_flag == 1) { //WS2: mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3); if (randomise_texture_lookups == 0) { mix_texel = lookup_ground_texture_array(4, st * 1.3, lc, dxdy * 1.3); } else if (randomise_texture_lookups == 1) { mix_texel = lookup_ground_texture_array(0, st * 1.3, tex_id_lc[3], dxdy * 1.3); } if (mix_texel.a <0.1) {mix_flag = 0;} } // the hires overlay texture is loaded with parallax mapping if (flag == 1) { stprime = vec2 (0.86*st.s + 0.5*st.t, 0.5*st.s - 0.86*st.t); distortion_factor = 0.97 + 0.06 * noise_500m; stprime = stprime * distortion_factor * 15.0; stprime = stprime + normalize(relPos).xy * 0.022 * (noise_10m + 0.5 * noise_5m +0.25 * noise_2m - 0.875 ); //WS2: detail_texel = texture2D(detail_texture, stprime); // temp dxdy_prime = vec4(dFdx(stprime), dFdy(stprime)); if (randomise_texture_lookups == 0) { detail_texel = lookup_ground_texture_array(5, stprime , lc, dxdy_prime); } else if (randomise_texture_lookups == 1) { detail_texel = lookup_ground_texture_array(0, stprime, tex_id_lc[4], dxdy_prime); } if (detail_texel.a <0.1) {flag = 0;} } // End if (flag == 1) // texture preparation according to detail level // mix in hires texture patches float dist_fact; float nSum; float mix_factor; // first the second texture overlay // transition model 0: random patch overlay without any gradient information // transition model 1: only gradient-driven transitions, no randomness if (mix_flag == 1) { nSum = 0.167 * (noise_4000m + 2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m); nSum = mix(nSum, 0.5, max(0.0, 2.0 * (transition_model - 0.5))); nSum = nSum + 0.4 * (1.0 -smoothstep(0.9,0.95, abs(steepness)+ 0.05 * (noise_50m - 0.5))) * min(1.0, 2.0 * transition_model); mix_factor = smoothstep(0.5, 0.54, nSum); texel = mix(texel, mix_texel, mix_factor); local_autumn_factor = texel.a; } // then the detail texture overlay mix_factor = 0.0; //WS2: condition was broken up - does it matter for dynamic branching? if ((flag == 1) && (dist < 40000.0)) { dist_fact = 0.1 * smoothstep(15000.0,40000.0, dist) - 0.03 * (1.0 - smoothstep(500.0,5000.0, dist)); nSum = ((1.0 -noise_2000m) + noise_1500m + 2.0 * noise_250m +noise_50m)/5.0; nSum = nSum - 0.08 * (1.0 -smoothstep(0.9,0.95, abs(steepness))); mix_factor = smoothstep(0.47, 0.54, nSum +hires_overlay_bias- dist_fact); if (mix_factor > 0.8) {mix_factor = 0.8;} texel = mix(texel, detail_texel,mix_factor); } // rock for very steep gradients if (gradient_texel.a > 0.0) { texel = mix(texel, gradient_texel, 1.0 - smoothstep(0.75,0.8,abs(steepness)+ 0.00002* msl_altitude + 0.05 * (noise_50m - 0.5))); local_autumn_factor = texel.a; } // strata noise float stratnoise_50m; float stratnoise_10m; // Testing: if rock_strata parameter is not cast into int, need (rock_strata > 0.99) if (rock_strata==1) { stratnoise_50m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 50.0, 0.2); stratnoise_10m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 10.0, 0.2); stratnoise_50m = mix(stratnoise_50m, 1.0, smoothstep(0.8,0.9, steepness)); stratnoise_10m = mix(stratnoise_10m, 1.0, smoothstep(0.8,0.9, steepness)); texel *= (0.4 + 0.4 * stratnoise_50m + 0.2 * stratnoise_10m); } // the dot vegetation texture overlay texel.rgb = mix(texel.rgb, dot_texel.rgb, dot_texel.a * (dotnoise_10m + dotnoise_15m) * detail_fade(1.0 * (dot_size * (1.0 +0.1*dot_size)), view_angle,dist)); texel.rgb = mix(texel.rgb, dot_texel.rgb, dot_texel.a * dotnoise_2m * detail_fade(0.1 * dot_size, view_angle,dist)); // then the grain texture overlay texel.rgb = mix(texel.rgb, grain_texel.rgb, grain_strength * grain_texel.a * (1.0 - mix_factor) * (1.0-smoothstep(2000.0,5000.0, dist))); // for really hires, add procedural noise overlay texel.rgb = texel.rgb * (1.0 + 0.4 * (noise_01m-0.5) * detail_fade(0.1, view_angle, dist)) ; // autumn colors float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ; texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r); texel.g = texel.g; texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b); if (local_autumn_factor < 1.0) { intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season)); texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season))); } // slope line overlay texel.rgb = texel.rgb * (1.0 - 0.12 * slopenoise_50m - 0.08 * slopenoise_100m); //const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0); const vec4 dust_color = vec4 (0.76, 0.65, 0.45, 1.0); const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0); // mix vegetation float gradient_factor = smoothstep(0.5, 1.0, steepness); texel = mix(texel, lichen_color, gradient_factor * (0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m))) ); // mix dust texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor *dust_resistance + 3.0 * dust_cover_factor * dust_resistance *(((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) ); // mix snow float snow_mix_factor = 0.0; if (msl_altitude +500.0 > snowlevel) { snow_alpha = smoothstep(0.75, 0.85, abs(steepness)); snow_mix_factor = snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * msl_altitude+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0); texel = mix(texel, snow_texel, snow_mix_factor); } // get distribution of water when terrain is wet float combined_wetness = min(1.0, wetness + intrinsic_wetness); float water_threshold1; float water_threshold2; float water_factor =0.0; if ((dist < 5000.0) && (combined_wetness>0.0)) { water_threshold1 = 1.0-0.5* combined_wetness; water_threshold2 = 1.0 - 0.3 * combined_wetness; water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness)); } // darken wet terrain texel.rgb = texel.rgb * (1.0 - 0.6 * combined_wetness); // light computations 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; n = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) )); n = normalize(n); NdotL = dot(n, lightDir); noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05; noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05; noisegrad_2m = (noise_2m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),2.0))/0.05; noisegrad_1m = (noise_1m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),1.0))/0.05; dotnoisegrad_10m = (dotnoise_10m - DotNoise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0 * dot_size,0.5, dot_density))/0.05; NdotL = NdotL + (noisegrad_10m * detail_fade(10.0, view_angle,dist) + 0.5* noisegrad_5m * detail_fade(5.0, view_angle,dist)) * mix_factor/0.8; NdotL = NdotL + 0.15 * noisegrad_2m * mix_factor/0.8 * detail_fade(2.0,view_angle,dist); NdotL = NdotL + 0.1 * noisegrad_2m * detail_fade(2.0,view_angle,dist); NdotL = NdotL + 0.05 * noisegrad_1m * detail_fade(1.0, view_angle,dist); NdotL = NdotL + (1.0-snow_mix_factor) * 0.3* dot_texel.a * (0.5* dotnoisegrad_10m * detail_fade(1.0 * dot_size, view_angle, dist) +0.5 * dotnoisegrad_10m * noise_01m * detail_fade(0.1, view_angle, dist)) ; // Testing: Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling as the controls are default (by request) if (fg_photoScenery) NdotL = mix(dot(n, lightDir), NdotL, 0.00001); if (NdotL > 0.0) { float shadowmap = getShadowing(); if (cloud_shadow_flag == 1) {NdotL = NdotL * shadow_func(relPos.x, relPos.y, 0.3 * noise_250m + 0.5 * noise_500m+0.2 * noise_1500m, dist);} 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 * 0.1 + (water_factor * vec3 (1.0, 1.0, 1.0))) * light_specular.rgb * pow(NdotHV, mat_shininess + (20.0 * water_factor)) * shadowmap); } color.a = 1.0;//diffuse_term.a; // as gl_Color.a and light_diffuse.comp.a were packed with other values // 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); vec3 secondary_light = vec3 (0.0,0.0,0.0); if (use_searchlight == 1) { secondary_light += searchlight(); } if (use_landing_light == 1) { secondary_light += landing_light(landing_light1_offset, landing_light3_offset); } if (use_alt_landing_light == 1) { secondary_light += landing_light(landing_light2_offset, landing_light3_offset); } color.rgb +=secondary_light * light_distance_fading(dist); fragColor = color * texel + specular; fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb); float lightArg = (terminator-yprime_alt)/100000.0; vec3 hazeColor = get_hazeColor(lightArg); // Rayleigh color shift due to out-scattering float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z); float outscatter = 1.0-exp(-dist/rayleigh_length); fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter); // Rayleigh color shift due to in-scattering float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0); //float lightIntensity = length(diffuse_term.rgb)/1.73 * rShade; float lightIntensity = length(hazeColor * effective_scattering) * rShade; vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity; float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z); fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength); // here comes the terrain haze model float delta_z = hazeLayerAltitude - eye_alt; float mvisibility = min(visibility,avisibility); if (dist > 0.04 * mvisibility) { alt = eye_alt; float transmission; float vAltitude; float delta_zv; float H; float distance_in_layer; float transmission_arg; // we solve the geometry what part of the light path is attenuated normally and what is through the haze layer if (delta_z > 0.0) // we're inside the layer { if (ct < 0.0) // we look down { distance_in_layer = dist; vAltitude = min(distance_in_layer,mvisibility) * ct; delta_zv = delta_z - vAltitude; } else // we may look through upper layer edge { H = dist * ct; if (H > delta_z) {distance_in_layer = dist/H * delta_z;} else {distance_in_layer = dist;} vAltitude = min(distance_in_layer,visibility) * ct; delta_zv = delta_z - vAltitude; } } else // we see the layer from above, delta_z < 0.0 { H = dist * -ct; if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading { distance_in_layer = 0.0; delta_zv = 0.0; } else { vAltitude = H + delta_z; distance_in_layer = vAltitude/H * dist; vAltitude = min(distance_in_layer,visibility) * (-ct); delta_zv = vAltitude; } } // blur of the haze layer edge float blur_thickness = 50.0; float cphi = dot(vec3(0.0, 1.0, 0.0), relPos)/dist; float ctlayer = delta_z/dist-0.01 + 0.02 * Noise2D(vec2(cphi,1.0),0.1) -0.01; float ctblur = 0.035 ; float blur_dist; if (abs(delta_z) < 400.0) { blur_dist = dist * (1.0-smoothstep(0.0,300.0,-delta_z)) * smoothstep(-400.0,-200.0, -delta_z); blur_dist = blur_dist * smoothstep(ctlayer-4.0*ctblur, ctlayer-ctblur, ct) * (1.0-smoothstep(ctlayer+0.5*ctblur, ctlayer+ctblur, ct)); distance_in_layer = max(distance_in_layer, blur_dist); } // ground haze cannot be thinner than aloft visibility in the model, // so we need to use aloft visibility otherwise transmission_arg = (dist-distance_in_layer)/avisibility; float eqColorFactor; if (visibility < avisibility) { transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) )); eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering); } else { transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) )); eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering); } transmission = fog_func(transmission_arg, alt); // there's always residual intensity, we should never be driven to zero if (eqColorFactor < 0.2) eqColorFactor = 0.2; // now dim the light for haze eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt); // Mie-like factor if (lightArg < 10.0) { intensity = length(hazeColor); float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt)); hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) ); } intensity = length(hazeColor); if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly { // high altitude desaturation of the haze color hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt))); // blue hue of haze hazeColor.x = hazeColor.x * 0.83; hazeColor.y = hazeColor.y * 0.9; // additional blue in indirect light float fade_out = max(0.65 - 0.3 *overcast, 0.45); intensity = length(hazeColor); hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) )); // change haze color to blue hue for strong fogging hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor)))); // reduce haze intensity when looking at shaded surfaces, only in terminator region float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission)); hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator)); } // don't let the light fade out too rapidly lightArg = (terminator + 200000.0)/100000.0; float minLightIntensity = min(0.2,0.16 * lightArg + 0.5); vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4); hazeColor.rgb *= eqColorFactor * eShade; hazeColor.rgb = max(hazeColor.rgb, minLight.rgb); // finally, mix fog in // Testing phase controls if (reduce_haze_without_removing_calculation_overhead == 1) { transmission = 1.0 - (transmission/1000000.0); } fragColor.rgb = mix(hazeColor+secondary_light * fog_backscatter(mvisibility) , fragColor.rgb,transmission); } // end if (dist > 0.04 * mvisibility) fragColor.rgb = filter_combined(fragColor.rgb); gl_FragColor = fragColor; // Testing phase controls: if (remove_haze_and_lighting == 1) { gl_FragColor = texel; } }