// -*-C++-*- // Ambient term comes in gl_Color.rgb. #version 120 varying vec4 diffuse_term; varying vec3 normal; varying vec3 ecViewDir; varying vec3 VTangent; uniform float shade_effect; uniform float sun_angle; uniform float air_pollution; uniform float moonlight; uniform float roi_x1; uniform float roi_y1; uniform float lightning; uniform bool use_overlay; uniform bool use_cloud_normals; uniform sampler2D texture; uniform sampler2D structure_texture; float Noise2D(in vec2 coord, in float wavelength); vec3 filter_combined (in vec3 color) ; vec3 moonlight_perception (in vec3 light); float add_cosines (in float cos1, in float cos2, in float sign) { float sin1 = sqrt(1.0 - pow(cos1, 2.0)); float sin2 = sqrt(1.0 - pow(cos2, 2.0)); return cos1 * cos2 + sign * sin1 * sin2; } vec3 lightning_color (in vec2 coord) { vec2 roi1 = vec2 (roi_x1, roi_y1); float strength = 1.0 - smoothstep(0.0, 0.005, length(roi1 - coord)); return strength * vec3 (0.43, 0.57, 1.0); } void main() { vec3 n; float NdotL, NdotHV, NdotLraw; vec4 color = gl_Color; vec3 lightDir = gl_LightSource[0].position.xyz; vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewDir)); vec4 texel; vec4 ref_texel; vec4 structureTexel; vec4 fragColor; vec4 specular = vec4(0.0, 0.0, 0.0, 0.0); n = normalize(normal); vec3 light_specular = vec3 (1.0, 1.0, 1.0); NdotL = dot(n, normalize(lightDir)); NdotLraw = NdotL; NdotL = smoothstep(-0.2,0.2,NdotL); float intensity = length(diffuse_term.rgb); vec3 dawn_color = mix (vec3 (1.0,0.7,0.4), vec3 (1.0,0.4,0.2), air_pollution); vec3 dawn = intensity * 1.2 * normalize (dawn_color); vec4 diff_term = mix(vec4(dawn, 1.0), diffuse_term, smoothstep(0.0, 0.45, NdotL)); vec2 grad_dir = vec2 (1.0, 0.0); vec3 tangent = normalize(VTangent); vec3 binormal = cross(n, tangent); float NdotL2 = 0.0; texel = texture2D(texture, gl_TexCoord[0].st); ref_texel = texel; if (use_cloud_normals) { vec2 sun2d = vec2 (0.0, 1.0); float xOffset = -1.0 * dot(normalize(lightDir), tangent); float yOffset = -1.0 * dot(normalize(lightDir), binormal); grad_dir = normalize (vec2 (xOffset, yOffset)); vec4 comp_texel = texture2D(texture, gl_TexCoord[0].st - 0.0005 * grad_dir); // parallax mapping xOffset = -1.0 * dot(ecViewDir, tangent); yOffset = -1.0 * dot(ecViewDir, binormal); grad_dir = normalize (vec2 (xOffset, yOffset)); texel = texture2D(texture, gl_TexCoord[0].st - 0.0005 * grad_dir * ref_texel.a * 0.7); // relief shading based on gradient and parallax lookup float slope = shade_effect * (comp_texel.a - ref_texel.a) * texel.a; float sign = -1.0; if (slope < 0.0) {sign = 1.0;} vec2 snormal = normalize(vec2 (slope, 1.0)); NdotL2 = dot (snormal, sun2d); NdotL = add_cosines(NdotL, NdotL2, sign ); } color += diff_term * max(NdotL, 0.15) ; color.rgb *= smoothstep(-0.2, -0.1, NdotLraw); // float darkness_fact = 1.0 - smoothstep(0.0,0.2, length(color.rgb)); color.rgb += lightning_color(gl_TexCoord[0].st) * (1.0 - texel.a) * lightning * darkness_fact; vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight; moonLightColor = moonlight_perception (moonLightColor); color.rgb += moonLightColor; color.a = 1.0;//diffuse_term.a; color = clamp(color, 0.0, 1.0); structureTexel = texture2D(structure_texture, 20.0 * gl_TexCoord[0].st); float noise = Noise2D( gl_TexCoord[0].st, 0.01); noise += Noise2D( gl_TexCoord[0].st, 0.005); noise += Noise2D( gl_TexCoord[0].st, 0.002); vec4 noiseTexel = vec4 (1.0,1.0,1.0, 0.5* noise * texel.a); structureTexel = mix(structureTexel, noiseTexel,noiseTexel.a); if (use_overlay) { texel = vec4(structureTexel.rgb, smoothstep(0.0, 0.5,texel.a) * structureTexel.a); } texel.a = clamp((1.0 + darkness_fact) * texel.a, 0.0, 1.0); fragColor = color * texel; fragColor.rgb = filter_combined(fragColor.rgb); gl_FragColor = clamp(fragColor, 0.0, 1.0); }