// WS30 FRAGMENT SHADER // -*-C++-*- #version 130 #extension GL_EXT_texture_array : enable // written by Thorsten Renk, Oct 2011, based on default.frag ////////////////////////////////////////////////////////////////// // TEST PHASE TOGGLES AND CONTROLS // // Development tools: // Reduce haze to almost zero, while preserving lighting. Useful for observing distant tiles. // Keeps the calculation overhead. This can be used for profiling. // Possible values: 0:Normal, 1:Reduced haze. const int reduce_haze_without_removing_calculation_overhead = 0; // Remove haze and lighting and shows just the texture. // Useful for checking texture rendering and scenery. // The compiler will likely optimise out the haze and lighting calculations. // Possible values: 0:Normal, 1:Just the texture. const int remove_haze_and_lighting = 0; // Use built-in water shader. Use for testing impact of ws30-water.frag const int water_shader = 1; // // End of test phase controls ////////////////////////////////////////////////////////////////// // Ambient term comes in gl_Color.rgb. varying vec4 light_diffuse_comp; varying vec3 normal; varying vec3 relPos; varying vec2 ground_tex_coord; uniform sampler2D landclass; uniform sampler2DArray textureArray; varying float yprime_alt; varying float mie_angle; varying vec4 ecPosition; uniform float visibility; uniform float avisibility; uniform float scattering; uniform float terminator; uniform float terrain_alt; uniform float hazeLayerAltitude; uniform float overcast; uniform float eye_alt; uniform float cloud_self_shading; // Passed from VPBTechnique, not the Effect // Passed from VPBTechnique, not the Effect uniform float fg_tileWidth; uniform float fg_tileHeight; uniform bool fg_photoScenery; uniform vec4 fg_dimensionsArray[128]; uniform vec4 fg_ambientArray[128]; uniform vec4 fg_diffuseArray[128]; uniform vec4 fg_specularArray[128]; uniform vec4 fg_textureLookup1[128]; uniform vec4 fg_textureLookup2[128]; uniform vec4 fg_materialParams3[128]; #define MAX_TEXTURES 8 uniform mat4 fg_zUpTransform; uniform vec3 fg_modelOffset; const float EarthRadius = 5800000.0; const float terminator_width = 200000.0; float alt; float eShade; float fog_func (in float targ, in float alt); vec3 get_hazeColor(in float light_arg); vec3 filter_combined (in vec3 color) ; float shadow_func (in float x, in float y, in float noise, in float dist); float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density); float Noise2D(in vec2 coord, in float wavelength); float Noise3D(in vec3 coord, in float wavelength); float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness); float Strata3D(in vec3 coord, in float wavelength, in float variation); float fog_func (in float targ, in float alt); float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt); float alt_factor(in float eye_alt, in float vertex_alt); float light_distance_fading(in float dist); float fog_backscatter(in float avisibility); vec3 rayleigh_out_shift(in vec3 color, in float outscatter); vec3 get_hazeColor(in float light_arg); vec3 searchlight(); vec3 landing_light(in float offset, in float offsetv); vec3 filter_combined (in vec3 color) ; float getShadowing(); vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel); vec4 generateWaterTexel(); // Not used float luminance(vec3 color) { return dot(vec3(0.212671, 0.715160, 0.072169), color); } ////////////////////////// // Test-phase code: // These should be sent as uniforms // Tile dimensions in meters // vec2 tile_size = vec2(tile_width , tile_height); // Testing: texture coords are sent flipped right now: // Note tile_size is defined in the shader include: ws30-landclass-search-functions.frag. // vec2 tile_size = vec2(tile_height , tile_width); // From noise.frag float rand2D(in vec2 co); // Create random landclasses without a texture lookup to stress test. // Each square of square_size in m is assigned a random landclass value. int get_random_landclass(in vec2 co, in vec2 tile_size); // End Test-phase code //////////////////////// // These functions, and other function they depend on, are defined // in ws30-ALS-landclass-search.frag. // Lookup a ground texture at a point based on the landclass at that point, without visible // seams at coordinate discontinuities or at landclass boundaries where texture are switched. // The partial derivatives of the tile_coord at the fragment is needed to adjust for // the stretching of different textures, so that the correct mip-map level is looked // up and there are no seams. // Texture types: 0: base texture, 1: grain texture, 2: gradient texture, 3 dot texture, // 4: mix texture, 5: detail texture. vec4 lookup_ground_texture_array(in int texture_type, in vec2 ground_texture_coord, in int landclass_id, in vec4 dFdx_and_dFdy); // Look up the landclass id [0 .. 255] for this particular fragment. // Lookup id of any neighbouring landclass that is within the search distance. // Searches are performed in upto 4 directions right now, but only one landclass is looked up // Create a mix factor werighting the influences of nearby landclasses void get_landclass_id(in vec2 tile_coord, in vec4 dFdx_and_dFdy, out int landclass_id, out ivec4 neighbor_landclass_ids, out int num_unique_neighbors,out vec4 mix_factor ); // Look up the texel of the specified texture type (e.g. grain or detail textures) for this fragment // and any neighbor texels, then mix. vec4 get_mixed_texel(in int texture_type, in vec2 g_texture_coord, in int landclass_id, in int num_unique_neighbors, in ivec4 neighbor_texel_landclass_ids, in vec4 neighbor_mix_factors, in vec4 dFdx_and_dFdy ); // Determine the texel and material parameters for a particular fragment, // Taking into account photoscenery etc. void get_material(in int landclass, in vec2 ground_tex_coord, in vec4 dxdy_gc, out float mat_shininess, out vec4 mat_ambient, out vec4 mat_diffuse, out vec4 mat_specular, out vec4 dxdy, out vec2 st ); // Apply the ALS haze model to a specific fragment vec4 applyHaze(inout vec4 fragColor, inout vec3 hazeColor, in vec3 secondary_light, in float ct, in float hazeLayerAltitude, in float visibility, in float avisibility, in float dist, in float lightArg, in float mie_angle); // Procedurally generate a water texel for this fragment vec4 generateWaterTexel(); void main() { vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); // this is taken from default.frag float NdotL, NdotHV, fogFactor; vec3 n = normalize(normal); vec3 lightDir = gl_LightSource[0].position.xyz; vec3 halfVector = gl_LightSource[0].halfVector.xyz; vec4 texel; vec4 fragColor; vec4 specular = vec4(0.0); float intensity; // Material/texel properties float mat_shininess; vec2 st; vec4 mat_ambient, mat_diffuse, mat_specular, dxdy; // This is a water fragment, so calculate the fragment color procedurally fragColor = generateWaterTexel(); fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, fragColor.rgb); // angle with horizon float dist = length(relPos); float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist; float lightArg = (terminator-yprime_alt)/100000.0; vec3 hazeColor = get_hazeColor(lightArg); gl_FragColor = applyHaze(fragColor, hazeColor, vec3(0.0), ct, hazeLayerAltitude, visibility, avisibility, dist, lightArg, mie_angle); // Testing phase controls: if (remove_haze_and_lighting == 1) { gl_FragColor = texel; } }