// -*-C++-*- #version 120 uniform float hazeLayerAltitude; uniform float terminator; uniform float terrain_alt; uniform float overcast; uniform float ground_scattering; uniform float eye_alt; uniform float moonlight; uniform float alt_agl; uniform float pitch; uniform float roll; uniform float gear_clearance; const float EarthRadius = 5800000.0; const float terminator_width = 200000.0; void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat) { rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0, 0.0 , cosRx , -sinRx * cosRx, 0.0, -sinRy, sinRx * cosRy, cosRx * cosRy , 0.0, 0.0 , 0.0 , 0.0 , 1.0 ); } 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)); } void main() { 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); //prepare rotation matrix mat4 RotMatPR; float _roll = roll; if (_roll>90.0 || _roll < -90.0) {_roll = -_roll;} float cosRx = cos(radians(_roll)); float sinRx = sin(radians(_roll)); float cosRy = cos(radians(-pitch)); float sinRy = sin(radians(-pitch)); rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR); // project the shadow onto the ground vec4 vertex = RotMatPR * gl_Vertex; vec4 pos = vertex; pos.z = -0.9* alt_agl + 0.05 * vertex.z; //pos.z = 0.05 * (vertex.z + gear_clearance); // pos.z = pos.z - offset; pos.xy -= lightFull.xy * 0.95* (alt_agl + vertex.z + gear_clearance)/lightFull.z; gl_Position = gl_ModelViewProjectionMatrix * pos; gl_FrontColor = light_diffuse; gl_BackColor = gl_FrontColor; }