// -*-C++-*- #version 120 uniform float fg_Fcoef; uniform sampler2D texture; uniform float light_color_base_r; uniform float light_color_base_g; uniform float light_color_base_b; uniform float light_color_center_r; uniform float light_color_center_g; uniform float light_color_center_b; uniform float intensity_scale; uniform float pointing_x; uniform float pointing_y; uniform float pointing_z; uniform float outer_angle; uniform float inner_angle; uniform float zero_angle; uniform float outer_gain; uniform float visibility; uniform float avisibility; uniform float hazeLayerAltitude; uniform float eye_alt; uniform float terminator; uniform float osg_SimulationTime; uniform bool is_directional; uniform bool is_strobe; varying vec3 vertex; varying vec3 relPos; varying vec3 normal; varying float flogz; float Noise2D(in vec2 coord, in float wavelength); float fog_func (in float targ, in float alt); float shape (in vec3 coord, in float noise, in float fade, in float transmission, in float glare, in float lightArg) { float r = length (coord) / max(fade, 0.2); float angle = noise * 6.2832; float sinphi = dot(vec2 (sin(angle),cos(angle)), normalize(coord.yz)); float sinterm = sin(mod((sinphi-3.0) * (sinphi-3.0),6.2832)); float ray = 0.0; if (sinterm == 0.0) {ray = 0.0;} else //{ray = clamp(pow(sinterm,10.0),0.0,1.0); {ray = sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm * sinterm; ray *= exp(-40.0 * r * r) * smoothstep(0.8, 1.0,fade) * smoothstep(0.7, 1.0, glare); } float base = exp(-80.0*r*r ); float halo = 0.2 * exp(-10.0 * r * r) * (1.0 - smoothstep(-5.0, 0.0, lightArg)); float fogEffect = (1.0-smoothstep(0.4,0.8,transmission)); //fogEffect = 1.0; //float offset = 0.0; //offset *=0.3; //vec2 offset_vec = vec2 (1.0, 0.0); //offset_vec *= offset; // vec2 coord_reduced1 = vec2(coord.y- 1.2* offset_vec.x, coord.z - 1.2 * offset_vec.y); //vec2 coord_reduced2 = vec2(coord.y- 2.0 * offset_vec.x, coord.z - 2.0 * offset_vec.y); //vec3 coord_reduced = coord; //r = min(length (coord_reduced1), 0.8* length(coord_reduced2)); //r /= 1.0 - 0.3 * smoothstep(0.0, 0.3, offset); float intensity = clamp(base + halo + ray,0.0,1.0) + 0.2 * fogEffect * (1.0-smoothstep(0.3, 0.6,r)); intensity *=fade; return intensity; } float directional_fade (in float direction) { float arg = clamp(direction, 0.0, 1.0); float ia = (1.0 - inner_angle); float oa = (1.0 - outer_angle); float za = (1.0 - zero_angle); if (direction > ia) {return 1.0;} else if (direction > oa) {return outer_gain + (1.0-outer_gain) * (direction - oa) / (ia - oa);} else if (direction > za) {return outer_gain * (direction - za) / (oa - za);} else {return 0.0;} } float strobe_fade (in float fade) { float time_arg1 = sin(4.0 * osg_SimulationTime); float time_arg2 = sin(4.0 * osg_SimulationTime - 0.4); return fade * 0.825 * (pow(time_arg1, 40.0) + pow(time_arg2, 8.0)); } void main() { float noise = 0.0; vec3 light_color_base = vec3 (light_color_base_r, light_color_base_g, light_color_base_b); vec3 light_color_center = vec3 (light_color_center_r, light_color_center_g, light_color_center_b); vec3 pointing_vec = vec3 (pointing_x, pointing_y, pointing_z); vec3 viewDir = normalize(relPos); // 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 r = length(vertex); float mix_factor = 0.3 + 0.7 * smoothstep(0.0, 0.5, r); // directionality vec3 nViewDir = normalize(viewDir); vec3 nPointingVec = normalize(pointing_vec); float direction = dot (nViewDir, nPointingVec ); float fade; vec2 offset = vec2 (0.0, 0.0); if (is_directional) { fade = directional_fade(direction); } else {fade = 1.0;} // time evolution if (is_strobe) {fade = strobe_fade (fade);} fade *= intensity_scale; // disc size correction for daylight // shape of the light disc float glare = length(light_color_center)/1.7321 * (1.0 - smoothstep(-5.0, 10.0, lightArg)); float intensity = shape(vertex, noise, fade, transmission, glare, lightArg); // coloring of the light disc vec3 light_color = mix(light_color_base, light_color_center, intensity*intensity); gl_FragColor = vec4 (light_color.rgb, intensity * transmission ); // logarithmic depth gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5; }