// -*-C++-*- #version 120 // Shader that takes a list of GL_POINTS and draws a light (point-sprite like // texture, more accurately a light halo) at the given point. This shader // provides support for light animations like blinking, time period handling // for lights on only during night time or in low visiblity and directional // lighting. // // The actual rendering code is inspired from an existing implementation // found at: // FGData commit 9355d464c175bd5d51ba32527180ed4e94e86fbb // Shaders/surface-lights-ALS.vert // with major changes. // // Licence: GPL v2+ // Written by Fahim Dalvi, January 2021 attribute vec3 lightParams; attribute vec4 animationParams; attribute vec3 directionParams1; attribute vec2 directionParams2; uniform float osg_SimulationTime; uniform float avisibility; uniform float sun_angle; uniform float fov; varying vec3 relativePosition; varying vec2 rawPosition; varying float apparentSize; varying float haloSize; varying float lightSize; varying float lightIntensity; const float epsilon = 1e-7; // rand2D sourced from noise.frag, since *.vert files // cannot access functions defined in *.frag files // Git commit: b8ddf517f4495219da7675d81bed59a378e2d78a // File: fgdata/Shaders/noise.frag float rand2D(in vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } void main() { /***************************** Initialization ****************************/ float random = rand2D(vec2(gl_Vertex.x, gl_Vertex.yz)) * 10; float random_1 = floor(random); // random_1 can take 10 values float random_2 = fract(random); // random_2 takes the remaining random bits /*************** Night and low visibility lights handling ****************/ int on_period = int(lightParams.z + 0.5); // round() not supported by glsl 1.2 const float sun_angle_min = 1.57; const float sun_angle_max = 1.61; float target_sun_angle = sun_angle_min + random_1/10 * (sun_angle_max - sun_angle_min); if (on_period == 1 && sun_angle < sun_angle_min) { // Lights will switch on exactly at ~89 degree sun angle gl_Position = vec4(0.0,0.0,10.0,1.0); gl_FrontColor.a = 0.0; return; } else if (on_period == 2 && sun_angle < target_sun_angle) { // Lights will switch on randomly between 90 and 92 degree sun angle // corresponding to a ~10 minute period around sunset gl_Position = vec4(0.0,0.0,10.0,1.0); gl_FrontColor.a = 0.0; return; } else if (on_period == 3 && (sun_angle < sun_angle_min && avisibility > 5000)) { // Lights will switch on exactly at ~89 degree sun angle or when visibility // is less than 5000m gl_Position = vec4(0.0,0.0,10.0,1.0); gl_FrontColor.a = 0.0; return; } /****************************** Animations *******************************/ float interval = animationParams.x; if (interval > 0) { float on_portion = animationParams.y; float strobe_rate = animationParams.z; float offset = animationParams.w; // Randomize offset if its less than 0 if (offset < 0) { // rand2D returns a value from 0 to 1, multiplying it with // the interval chooses an offset within the entire animation // window offset = random_2 * interval; } float strobe_interval = interval/strobe_rate; float interval_fraction = mod(osg_SimulationTime + offset, interval)/interval; float strobe_fraction = mod(osg_SimulationTime + offset, strobe_interval)/strobe_interval; if (interval_fraction > on_portion || (strobe_fraction < 0.5 && strobe_rate > 0.0000001)) { gl_Position = vec4(0.0,0.0,10.0,1.0); gl_FrontColor.a = 0.0; return; } } /***************************** Light visuals *****************************/ gl_FrontColor = gl_Color; gl_Position = ftransform(); vec4 eyePosition = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); relativePosition = gl_Vertex.xyz - eyePosition.xyz; rawPosition = gl_Vertex.xy; float dist = length(relativePosition); float angularAttenuationFactor = 1.0; /************************** Direction handling ***************************/ if (directionParams2.x < 359.999999 || directionParams2.y < 359.999999) { vec3 eyeVector = normalize(-relativePosition); vec3 lightNormal = normalize(directionParams1); vec3 upVec = normalize(vec3(0,0,1)); vec3 horizontalVector, verticalVector; if (abs(dot(lightNormal, upVec)) > (1 - epsilon)) { // Light direction is directly up or down horizontalVector = normalize(vec3(1, 0, 0)); verticalVector = normalize(vec3(0, 1, 0)); } else { horizontalVector = normalize(cross(lightNormal, upVec)); verticalVector = normalize(cross(lightNormal, horizontalVector)); } vec3 projectionOnHorizontal = lightNormal; vec3 projectionOnVertical = lightNormal; if (dot(lightNormal, eyeVector) < (-1 + epsilon)) { // If the view direction is directly opposite to the light normal projectionOnHorizontal = eyeVector; projectionOnVertical = eyeVector; } else { // If the view vector is not perpendicular to the horizontal axis if (abs(dot(horizontalVector, eyeVector)) > (0 + epsilon)) { projectionOnHorizontal = normalize(eyeVector - dot(verticalVector, eyeVector) * verticalVector); } // If the view vector is not perpendicular to the vertical axis if (abs(dot(verticalVector, eyeVector)) > (0 + epsilon)) { projectionOnVertical = normalize(eyeVector - dot(horizontalVector, eyeVector) * horizontalVector); } } float horizontalAngle = dot(projectionOnHorizontal, lightNormal); float verticalAngle = dot(projectionOnVertical, lightNormal); float minHoriz = cos(radians(directionParams2.x * 0.5)); float minVert = cos(radians(directionParams2.y * 0.5)); // Light is 0 intensity below [specified angle] // Increases softmax-ly between [specified angle] and [1/2 of difference of specified angle and 0] (head on viewing) // Light is 1 intensity after [1/2 of difference of specified angle and 0] to [0 degrees] // Note: difference of angles is computed linearly after applying the cosine function, but it works well enough as an approximation horizontalAngle = smoothstep(minHoriz, minHoriz + (1 - minHoriz)/2.0, horizontalAngle); verticalAngle = smoothstep(minVert, minVert + (1 - minVert)/2.0, verticalAngle); angularAttenuationFactor = horizontalAngle*verticalAngle; // Debug animation code // float ra = mod(osg_SimulationTime*30, 20); // gl_FrontColor = vec4(verticalAngle, 0, 0, 1); // if (ra < 10) { // gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra)/2 * normalize(vec4(directionParams1, 0))); // gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0); // } else if (ra < 20) { // // gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-15) * normalize(vec4(proj_on_horizontal, 0))); // // gl_FrontColor = vec4(0.0, 0.0, 1.0, 1.0); // } else if (ra < 30) { // // gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-25) * normalize(vec4(vertical_vec, 0))); // gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0); // } else if (ra < 40) { // gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-35) * normalize(vec4(horizontal_vec, 0))); // gl_FrontColor = vec4(0.0, 1.0, 1.0, 1.0); // } else { // gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + (ra-45) * normalize(vec4(proj_on_vertical, 0))); // gl_FrontColor = vec4(0.0, 0.0, 1.0, 1.0); // } } lightSize = lightParams.x; lightIntensity = lightParams.y; /******** * Each light is made up of a base circle, a circular-ish halo around the base and a bunch of * star-like rays * baseLightSize is tuned using reference objects of sizes 10cm, 50cm, 100cm, 500cm and 1000cm * under the assumption that the "bright center" part of the light will be the approximately the * same size as the light itself */ float baseLightSize = lightSize / (dist/80) * 60/fov; /******** * Decide how big the halo + star like structure can get relative to the actual light size * This has been done by fitting various curve (using random parameter search to fit the * following data): dist/intensity -> haloSize 0/2070 -> 2 0/15000 -> 2 1900/2070 -> 10 33250/15000 -> 30 * The real world distance to dist mapping is around the following: 1nm = 1930 2nm = 3780 3nm = 5630 4nm = 7480 5nm = 9330 */ // Various fits that are better at different "zones" of intensity/distance combinations // haloSize = 1 + log(1 + 8.207628166987313e-05 + pow(0.00935009645108105 * dist, 0.7229519420159332)) * log(1 + 0.008611494896181404 + pow(9.987873482714503e-08 * lightIntensity, 0.5460367551326879)) * 188.78730222257022; // haloSize = 1 + log(1 + pow(0.00344640493737296 * dist, 43.666719413543746)) * log(1 + pow(6.174965900415324e-07 * lightIntensity, 0.1915282228627938)) * log(1 + pow(48.81816078788492 * dist * lightIntensity, 0.39087987152530046)) * 0.03982200390091456; // haloSize = 1 + 1 + log(1 + pow(0.003022850828231838 * dist, 81.88510919372303)) * log(1 + pow(2.8538041872684384e-05 * lightIntensity, 0.2798979878622515)) * log(1 + pow(6.125105317094489 * dist * lightIntensity, 9.486990540357818e-06)) * 0.17726981739920522; // haloSize = 1 + (log(1 + 0.0009319617220954881 * dist) * log(1 + 0.3853503865089568 * lightIntensity)) * 0.8677850896527736; haloSize = 1 + (log(1 + 0.0030356535475020265 * dist) * log(1 + 0.00964994652970935 * lightIntensity)) * 1.1927528593388748; apparentSize = baseLightSize * haloSize * angularAttenuationFactor; gl_PointSize = apparentSize; }