// -*-C++-*- #version 120 varying vec3 vertex; varying vec3 viewDir; uniform float osg_SimulationTime; uniform float thrust_collimation; uniform float thrust_density; uniform float base_flame_density; uniform float shock_frequency; uniform float noise_strength; uniform float noise_scale; uniform float flame_color_low_r; uniform float flame_color_low_g; uniform float flame_color_low_b; uniform float flame_color_high_r; uniform float flame_color_high_g; uniform float flame_color_high_b; uniform float base_flame_r; uniform float base_flame_g; uniform float base_flame_b; uniform int use_shocks; uniform int use_noise; float Noise3D(in vec3 coord, in float wavelength); float Noise2D(in vec2 coord, in float wavelength); const int n_steps = 15; float spherical_smoothstep (in vec3 pos) { float l = length(vec3 (pos.x/2.0, pos.y,pos.z) ); return 10.0 * thrust_density * base_flame_density * (1.0 - smoothstep(0.1, 0.2, l)); } float thrust_flame (in vec3 pos) { //float noise = Noise3D(vec3(pos.x - osg_SimulationTime * 20.0 , pos.y, pos.z), 0.3); float noise = 0.0; float d_rad = length(pos.yz); //float longFade = smoothstep(0.0, 5.0, pos.x) ; float longFade = pos.x/5.0; float density = 1.0 - longFade; float radius = 0.2 + thrust_collimation * 1.2 * pow((pos.x+0.1),0.5); if (d_rad > radius) {return 0.0;} if (use_noise ==1) { noise = Noise2D(vec2(pos.x - osg_SimulationTime * 30.0 , d_rad), noise_scale); } density *= (1.0 - smoothstep(0.125, radius, d_rad)) * (1.0 - noise_strength + noise_strength* noise); if (use_shocks == 1) { float shock = sin(pos.x * 10.0 * shock_frequency); density += shock * shock * shock * shock * (1.0 - longFade) * (1.0 - smoothstep(0.05, 0.1, d_rad)) * (1.0 - smoothstep(0.0, 1.0, thrust_collimation)); } return 10.0 * thrust_density * density / (radius/0.2); } void main() { vec3 vDir = normalize(viewDir); float x_E, y_E, z_E; if (vDir.x > 0.0) {x_E = 5.0;} else {x_E = 0.0;} if (vDir.y > 0.0) {y_E = 1.0;} else {y_E = -1.0;} if (vDir.z > 0.0) {z_E = 1.0;} else {z_E = -1.0;} float t_x = (x_E - vertex.x) / vDir.x; float t_y = (y_E - vertex.y) / vDir.y; float t_z = (z_E - vertex.z) / vDir.z; float t_min = min(t_x, t_y); t_min = min(t_min, t_z); float dt = t_min / float(n_steps); vec3 step = viewDir * dt; vec3 pos = vertex; float density1 = 0.0; float density2 = 0.0; for (int i = 0; i < n_steps; i++) { pos = pos + step; density1 += spherical_smoothstep(pos) * dt; density2 += thrust_flame(pos) * dt; } float density = density1 + density2; //density = clamp(density,0.0,1.0); density = 1.0 - exp(-density); density1 = 1.0 - exp(-density1); density2 = 1.0 - exp(-density2); vec3 flame_color_low = vec3 (flame_color_low_r, flame_color_low_g, flame_color_low_b); vec3 flame_color_high = vec3 (flame_color_high_r, flame_color_high_g, flame_color_high_b); vec3 color = mix(flame_color_low, flame_color_high, density2); color = mix(color, vec3(0.8, 1.0, 1.0), density1); vec4 finalColor = vec4 (color.rgb, density); gl_FragColor = finalColor; }