// -*-C++-*- #version 120 uniform float fg_Fcoef; uniform sampler2D texture; uniform float color_base_r; uniform float color_base_g; uniform float color_base_b; uniform float color_alt_r; uniform float color_alt_g; uniform float color_alt_b; uniform float visibility; uniform float avisibility; uniform float hazeLayerAltitude; uniform float eye_alt; uniform float terminator; uniform float scattering; uniform float osg_SimulationTime; varying vec3 vertex; varying vec3 relPos; varying vec3 normal; varying float flogz; const float terminator_width = 200000.0; float Noise2D(in vec2 coord, in float wavelength); float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand); float fog_func (in float targ, in float alt); float light_func (in float x, in float a, in float b, in float c, in float d, in float e) { //x = x - 0.5; // use the asymptotics to shorten computations if (x < -15.0) {return 0.0;} return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); } void main() { float noise = 0.0; vec3 color_base = vec3 (color_base_r, color_base_g, color_base_b); vec3 color_alt = vec3 (color_alt_r, color_alt_g, color_alt_b); vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); vec3 viewDir = normalize(relPos); vec2 lookup_coords = vertex.yz; lookup_coords.x += 0.03* osg_SimulationTime; float domain_size = 0.05; float r = length(vertex); float domain_noise = VoronoiNoise2D(lookup_coords, domain_size, 0.0, 0.0); domain_noise = domain_noise * (1.0- smoothstep(0.5, 1.0, r)); if (domain_noise < 0.9) {discard;} // fogging float dist = length(relPos); float delta_z = hazeLayerAltitude - eye_alt; float transmission; float vAltitude; float delta_zv; float H; float distance_in_layer; float transmission_arg; // angle with horizon float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist; 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,min(visibility, avisibility)) * 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)) { 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; } } transmission_arg = (dist-distance_in_layer)/avisibility; if (visibility < avisibility) { transmission_arg = transmission_arg + (distance_in_layer/visibility); } else { transmission_arg = transmission_arg + (distance_in_layer/avisibility); } transmission = fog_func(transmission_arg, 0.0); float lightArg = terminator/100000.0; float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, 0.0)) + 0.4; vec4 light_diffuse; light_diffuse.b = light_func(lightArg , 1.330e-05, 0.264, 2.227, 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 *=scattering; float intensity = length(light_diffuse.rgb); light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) )); vec4 domainTexel; if (domain_noise > 0.9) {domainTexel = vec4 (1.0, 1.0, 1.0, 1.0);} else {domainTexel = vec4 (0.0, 0.0, 0.0, 0.0);} vec2 coords_raw = lookup_coords/domain_size; coords_raw += vec2(0.5,0.5); float coord_int_x = coords_raw.x - fract(coords_raw.x) ; float coord_int_y = coords_raw.y - fract(coords_raw.y) ; vec2 domain_coords = vec2 (coords_raw.x - coord_int_x, coords_raw.y - coord_int_y); float domain_x = coords_raw.x - coord_int_x; domain_coords.y = clamp(domain_coords.y, 0.05, 0.95); domain_coords.x *=0.25; float shape_select = 0.0; if (domain_noise > 0.975) {shape_select = 0.25;} else if (domain_noise > 0.95) {shape_select = 0.5;} else if (domain_noise > 0.925) {shape_select = 0.75;} float t_fact = fract(osg_SimulationTime); if (t_fact > 0.75) {shape_select +=0.75;} else if (t_fact > 0.5) {shape_select +=0.5;} else if (t_fact > 0.25) {shape_select +=0.25;} domain_coords.x += shape_select; vec4 shapeTexel = texture2D(texture, domain_coords); color_base.rgb = mix(color_alt.rgb, color_base.rgb, length(shapeTexel.rgb)/1.73); if ((domain_coords.y < 0.1) || (domain_coords.y > 0.9)) {shapeTexel.a = 0.0;} if ((domain_x < 0.1) || (domain_x > 0.9)) {shapeTexel.a = 0.0;} domainTexel.rgb *= color_base.rgb; vec4 birdTexel; birdTexel.rgb = domainTexel.rgb * light_diffuse.rgb; birdTexel.a = domainTexel.a * shapeTexel.a * transmission; gl_FragColor = birdTexel; // logarithmic depth gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5; }