// -*-C++-*- #version 120 uniform float hazeLayerAltitude; uniform float terminator; uniform float terrain_alt; uniform float avisibility; uniform float visibility; uniform float overcast; uniform float ground_scattering; uniform float eye_alt; uniform float moonlight; uniform float alt_agl; uniform float gear_clearance; const float EarthRadius = 5800000.0; const float terminator_width = 200000.0; float light_func (in float x, in float a, in float b, in float c, in float d, in float e) { if (x < -15.0) {return 0.0;} return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); } varying float alpha_correction; void main() { alpha_correction = 1.0; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); vec3 relPos = gl_Vertex.xyz - ep.xyz; // compute the strength of light float vertex_alt = max(gl_Vertex.z,100.0); float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt); vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz; vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0)); float yprime = -dot(relPos, lightHorizon); float yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt); float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; float lightArg = (terminator-yprime_alt)/100000.0; vec4 light_diffuse; light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0); light_diffuse.g = light_func(lightArg, 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; light_diffuse = light_diffuse * scattering; float shade_depth = 1.0 * smoothstep (0.6,0.95,ground_scattering) * (1.0-smoothstep(0.1,0.5,overcast)) * smoothstep(0.4,1.5,earthShade); light_diffuse.rgb = light_diffuse.rgb * (1.0 + 1.2 * shade_depth); // project the shadow onto the ground vec4 pos = gl_Vertex; pos.z-=0.95 * alt_agl-0.1; pos.xy -= lightFull.xy * 0.95* alt_agl/lightFull.z; // enlargen the shadow for low light if (dot(pos.xy, lightHorizon.xy)<0.0) { pos.xy -= lightFull.xy * gear_clearance/lightFull.z; } gl_Position = gl_ModelViewProjectionMatrix * pos; gl_FrontColor = light_diffuse; gl_BackColor = gl_FrontColor; }