623 lines
22 KiB
C++
623 lines
22 KiB
C++
// WS30 FRAGMENT SHADER
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// -*-C++-*-
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#version 130
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#extension GL_EXT_texture_array : enable
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// written by Thorsten Renk, Oct 2011, based on default.frag
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//////////////////////////////////////////////////////////////////
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// TEST PHASE TOGGLES AND CONTROLS
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//
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// Development tools:
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// Reduce haze to almost zero, while preserving lighting. Useful for observing distant tiles.
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// Keeps the calculation overhead. This can be used for profiling.
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// Possible values: 0:Normal, 1:Reduced haze.
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const int reduce_haze_without_removing_calculation_overhead = 0;
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// Remove haze and lighting and shows just the texture.
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// Useful for checking texture rendering and scenery.
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// The compiler will likely optimise out the haze and lighting calculations.
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// Possible values: 0:Normal, 1:Just the texture.
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const int remove_haze_and_lighting = 0;
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// Use built-in water shader. Use for testing impact of ws30-water.frag
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const int water_shader = 1;
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//
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// End of test phase controls
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//////////////////////////////////////////////////////////////////
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// Constants controlling the transition from water
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// to terrain depending on the terrain normal
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// A normal of 1.0 is completely horizontal.
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const float WATER_START = 0.995; // Deeper water.
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const float WATER_BEACH_TO_WATER = 0.99; // Transition point between the shoreline and the shallow water
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const float WATER_STEEP_TO_BEACH = 0.985; // The transition point between the shoreline and the land
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const float WATER_STEEP = 0.98; // Anything with less than this value is considered not water or shoreline
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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varying vec4 light_diffuse_comp;
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varying vec3 normal;
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varying vec3 relPos;
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varying vec2 ground_tex_coord;
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varying vec2 rawPos;
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varying vec3 worldPos;
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// Testing code:
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//vec3 worldPos = vec3(5000.0, 6000.0, 7000.0) + vec3(vec2(rawPos), 600.0); // vec3(100.0, 10.0, 3.0);
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varying vec4 eyePos;
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uniform sampler2D landclass;
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uniform sampler2DArray textureArray;
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uniform sampler2D perlin;
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//varying float yprime_alt;
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//varying float mie_angle;
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varying float steepness;
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uniform float visibility;
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uniform float avisibility;
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uniform float scattering;
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uniform float terminator;
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uniform float terrain_alt;
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uniform float hazeLayerAltitude;
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uniform float overcast;
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uniform float eye_alt;
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uniform float snowlevel;
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uniform float dust_cover_factor;
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uniform float lichen_cover_factor;
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uniform float wetness;
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uniform float fogstructure;
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uniform float snow_thickness_factor;
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uniform float cloud_self_shading;
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uniform float season;
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uniform int quality_level;
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uniform int tquality_level;
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// Passed from VPBTechnique, not the Effect
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uniform float fg_tileWidth;
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uniform float fg_tileHeight;
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uniform bool fg_photoScenery;
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uniform vec4 fg_dimensionsArray[128];
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uniform vec4 fg_ambientArray[128];
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uniform vec4 fg_diffuseArray[128];
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uniform vec4 fg_specularArray[128];
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uniform vec4 fg_textureLookup1[128];
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uniform vec4 fg_textureLookup2[128];
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uniform vec4 fg_materialParams1[128];
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uniform vec4 fg_materialParams3[128];
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uniform mat4 fg_zUpTransform;
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uniform vec3 fg_modelOffset;
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// Coastline texture - generated from VPBTechnique
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uniform sampler2D coastline;
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// Index into the material definition for shorelines
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uniform int fg_shoreAtlasIndex;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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//Testing phase: Why are these in global scope in WS2 shaders?
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float alt;
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float eShade;
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float yprime_alt;
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float mie_angle;
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float shadow_func (in float x, in float y, in float noise, in float dist);
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float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
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float Noise2D(in vec2 coord, in float wavelength);
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float Noise3D(in vec3 coord, in float wavelength);
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float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness);
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float Strata3D(in vec3 coord, in float wavelength, in float variation);
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float fog_func (in float targ, in float alt);
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float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
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float alt_factor(in float eye_alt, in float vertex_alt);
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float light_distance_fading(in float dist);
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float fog_backscatter(in float avisibility);
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vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
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vec3 get_hazeColor(in float light_arg);
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vec3 searchlight();
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vec3 landing_light(in float offset, in float offsetv);
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vec3 filter_combined (in vec3 color) ;
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float getShadowing();
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vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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//////////////////////////
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// Test-phase code:
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// These should be sent as uniforms
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// Tile dimensions in meters
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// vec2 tile_size = vec2(tile_width , tile_height);
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// Testing: texture coords are sent flipped right now:
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// Note tile_size is defined in the shader include: ws30-landclass-search-functions.frag.
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// vec2 tile_size = vec2(tile_height , tile_width);
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// From noise.frag
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float rand2D(in vec2 co);
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// Create random landclasses without a texture lookup to stress test.
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// Each square of square_size in m is assigned a random landclass value.
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int get_random_landclass(in vec2 co, in vec2 tile_size);
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// End Test-phase code
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////////////////////////
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// These functions, and other function they depend on, are defined
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// in ws30-ALS-landclass-search.frag.
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// Lookup a ground texture at a point based on the landclass at that point, without visible
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// seams at coordinate discontinuities or at landclass boundaries where texture are switched.
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// The partial derivatives of the tile_coord at the fragment is needed to adjust for
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// the stretching of different textures, so that the correct mip-map level is looked
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// up and there are no seams.
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// Texture types: 0: base texture, 1: grain texture, 2: gradient texture, 3 dot texture,
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// 4: mix texture, 5: detail texture.
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vec4 lookup_ground_texture_array(in int texture_type, in vec2 ground_texture_coord, in int landclass_id,
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in vec4 dFdx_and_dFdy);
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// Look up the landclass id [0 .. 255] for this particular fragment.
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// Lookup id of any neighbouring landclass that is within the search distance.
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// Searches are performed in upto 4 directions right now, but only one landclass is looked up
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// Create a mix factor weighting the influences of nearby landclasses
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void get_landclass_id(in vec2 tile_coord, in vec4 dFdx_and_dFdy,
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out int landclass_id, out ivec4 neighbor_landclass_ids,
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out int num_unique_neighbors,out vec4 mix_factor
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);
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// Look up the texel of the specified texture type (e.g. grain or detail textures) for this fragment
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// and any neighbor texels, then mix.
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vec4 get_mixed_texel(in int texture_type, in vec2 g_texture_coord,
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in int landclass_id, in int num_unique_neighbors,
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in ivec4 neighbor_texel_landclass_ids, in vec4 neighbor_mix_factors,
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in vec4 dFdx_and_dFdy
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);
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// Determine the texel and material parameters for a particular fragment,
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// Taking into account photoscenery etc.
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void get_material(in int landclass,
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in vec2 ground_tex_coord,
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in vec4 dxdy_gc,
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out float mat_shininess,
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out vec4 mat_ambient,
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out vec4 mat_diffuse,
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out vec4 mat_specular,
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out vec4 dxdy,
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out vec2 st
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);
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// Apply the ALS haze model to a specific fragment
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vec4 applyHaze(inout vec4 fragColor,
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inout vec3 hazeColor,
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in vec3 secondary_light,
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in float ct,
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in float hazeLayerAltitude,
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in float visibility,
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in float avisibility,
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in float dist,
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in float lightArg,
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in float mie_angle);
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// Procedurally generate a water texel for this fragment
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vec4 generateWaterTexel();
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void main()
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{
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yprime_alt = light_diffuse_comp.a;
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//diffuse_term.a = 1.0;
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mie_angle = gl_Color.a;
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float effective_scattering = min(scattering, cloud_self_shading);
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// distance to fragment
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float dist = length(relPos);
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// angle of view vector with horizon
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float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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// Altitude of fragment above sea level
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float msl_altitude = (relPos.z + eye_alt);
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// this is taken from default.frag
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vec3 n;
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float NdotL, NdotHV, fogFactor;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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//vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
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vec4 texel;
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vec4 snow_texel;
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vec4 detail_texel;
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vec4 mix_texel;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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float intensity;
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// Material/texel properties
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float mat_shininess;
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vec2 st;
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vec4 mat_ambient, mat_diffuse, mat_specular, dxdy;
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// get noise at different wavelengths
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// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
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// 50m: detail texel
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// 250m: detail texel
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// 500m: distortion and overlay
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// 1500m: overlay, detail, dust, fog
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// 2000m: overlay, detail, snow, fog
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float noise_10m;
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float noise_5m;
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noise_10m = Noise2D(rawPos.xy, 10.0);
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noise_5m = Noise2D(rawPos.xy ,5.0);
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float noisegrad_10m;
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float noisegrad_5m;
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float noise_50m = Noise2D(rawPos.xy, 50.0);;
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float noise_250m = Noise3D(worldPos.xyz,250.0);
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float noise_500m = Noise3D(worldPos.xyz, 500.0);
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float noise_1500m = Noise3D(worldPos.xyz, 1500.0);
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float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
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//
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// get the texels
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// Oct 27 2021:
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// Geometry is in the form of roughly rectangular 'tiles'
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// with a mesh forming a grid with regular spacing.
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// Each vertex in the mesh is given an elevation
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// Tile dimensions in m
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// Testing: created from two float uniforms in global scope. Should be sent as a vec2
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// vec2 tile_size
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// Tile texture coordinates range [0..1] over the tile 'rectangle'
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vec2 tile_coord = gl_TexCoord[0].st;
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// Test phase: Constants and toggles for transitions between landlcasses are defined at
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// the top of this file.
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// Look up the landclass id [0 .. 255] for this particular fragment
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// and any neighbouring landclass that is close.
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// Each tile has 1 texture containing landclass ids stetched over it.
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// Landclass for current fragment, and up-to 4 neighboring landclasses - 2 used currently
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int lc;
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ivec4 lc_n;
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int num_unique_neighbors = 0;
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// Mix factor of base textures for 2 neighbour landclass(es)
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vec4 mfact;
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bool water_lc = false;
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bool mix_water_texel = false;
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// Partial derivatives of s and t of ground texture coords for this fragment,
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// with respect to window (screen space) x and y axes.
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// Used to pick mipmap LoD levels, and turn off unneeded procedural detail
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// dFdx and dFdy are packed in a vec4 so multiplying everything
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// to scale takes 1 instruction slot.
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vec4 dxdy_gc = vec4(dFdx(ground_tex_coord) , dFdy(ground_tex_coord));
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get_landclass_id(tile_coord, dxdy_gc, lc, lc_n, num_unique_neighbors, mfact);
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get_material(lc, ground_tex_coord, dxdy_gc, mat_shininess, mat_ambient, mat_diffuse, mat_specular, dxdy, st);
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if (fg_photoScenery) {
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texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
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water_lc = (texture(coastline, vec2(tile_coord.s, tile_coord.t)).r > 0.1);
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} else {
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// Lookup the base texture texel for this fragment and any neighbors, with mixing
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texel = get_mixed_texel(0, ground_tex_coord, lc, num_unique_neighbors, lc_n, mfact, dxdy_gc);
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water_lc = texture(landclass, vec2(tile_coord.s, tile_coord.t)).z > 0.9;
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}
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float steepness_modifier = texture2D(coastline, tile_coord).g * 0.1;
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bool water = water_lc || texture2D(coastline, tile_coord).b > 0.05;
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if ((water_shader == 1) && (water && (steepness + steepness_modifier)< WATER_START)) {
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// This is a water fragment, so calculate the fragment color procedurally, but mix in the steep and beach
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if (water_lc) {
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lc = fg_shoreAtlasIndex;
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get_material(lc, ground_tex_coord, dxdy_gc, mat_shininess, mat_ambient, mat_diffuse, mat_specular, dxdy, st);
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}
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vec4 steep_texel = lookup_ground_texture_array(0, ground_tex_coord, lc, dxdy_gc); // Uses the same index as the gradient texture, which it is
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vec4 beach_texel = lookup_ground_texture_array(0, ground_tex_coord, fg_shoreAtlasIndex, dxdy_gc); // Use the shore texture
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texel = mix(steep_texel, beach_texel, smoothstep(WATER_STEEP, WATER_STEEP_TO_BEACH, steepness + steepness_modifier));
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// Flag that we need to mix in a water texel later if appropriate.
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mix_water_texel = (steepness + steepness_modifier > WATER_BEACH_TO_WATER);
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water = false;
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}
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if ((water_shader == 1) && water) {
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fragColor = generateWaterTexel();
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fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, fragColor.rgb);
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} else {
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// Photoscenery or land fragment, so determine the shading and color normally
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vec4 color = gl_Color * mat_ambient;
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color.a = 1.0;
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// Testing code: mix with green to show values of variables at each point
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//vec4 green = vec4(0.0, 0.5, 0.0, 0.0);
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//texel = mix(texel, green, (mfact[2]));
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//mix_texel = texel;
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//detail_texel = texel;
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vec4 t = texel;
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int flag = 1;
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int mix_flag = 1;
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float local_autumn_factor = texel.a;
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if (fg_photoScenery) {
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flag = 0;
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mix_flag = 0;
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}
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float distortion_factor = 1.0;
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vec2 stprime;
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float noise_term;
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float snow_alpha;
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//float view_angle = abs(dot(normal, normalize(ecViewdir)));
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if ((quality_level > 3)&&(msl_altitude +500.0 > snowlevel)) {
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float sfactor;
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snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_500m + 0.1* (1.0 - noise_10m) );
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snow_texel.r = snow_texel.r * (0.9 + 0.05 * (noise_10m + noise_5m));
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snow_texel.g = snow_texel.g * (0.9 + 0.05 * (noise_10m + noise_5m));
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snow_texel.a = 1.0;
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noise_term = 0.1 * (noise_500m-0.5);
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sfactor = sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
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noise_term = noise_term + 0.2 * (noise_50m -0.5) * (1.0 - smoothstep(18000.0*sfactor, 40000.0*sfactor, dist) ) ;
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noise_term = noise_term + 0.3 * (noise_10m -0.5) * (1.0 - smoothstep(4000.0 * sfactor, 8000.0 * sfactor, dist) ) ;
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if (dist < 3000.0*sfactor) {
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noise_term = noise_term + 0.3 * (noise_5m -0.5) * (1.0 - smoothstep(1000.0 * sfactor, 3000.0 *sfactor, dist) );
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}
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snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(msl_altitude -snowlevel) );
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}
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if ((tquality_level > 2) && (mix_flag == 1))
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{
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// Mix texture is material texture 15, which is mapped to the b channel of fg_textureLookup1
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//int tex2 = int(fg_textureLookup1[lc].b * 255.0 + 0.5);
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//mix_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
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if (mix_texel.a < 0.1) { mix_flag = 0;}
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//WS2: mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3); // temp
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mix_texel = lookup_ground_texture_array(4, st * 1.3, lc, dxdy * 1.3);
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if (mix_texel.a <0.1) {mix_flag = 0;}
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}
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if (tquality_level > 3 && (flag == 1))
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{
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stprime = vec2 (0.86*gl_TexCoord[0].s + 0.5*gl_TexCoord[0].t, 0.5*gl_TexCoord[0].s - 0.86*gl_TexCoord[0].t);
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//distortion_factor = 0.9375 + (1.0 * nvL[2]);
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distortion_factor = 0.97 + 0.06 * noise_500m;
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stprime = stprime * distortion_factor * 15.0;
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if (quality_level > 4)
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{
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stprime = stprime + normalize(relPos).xy * 0.02 * (noise_10m + 0.5 * noise_5m - 0.75);
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}
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// Detail texture is material texture 11, which is mapped to the g channel of fg_textureLookup1
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//int tex3 = int(fg_textureLookup1[lc].g * 255.0 + 0.5);
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//detail_texel = texture(textureArray, vec3(stprime, tex3));
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if (detail_texel.a < 0.1) { flag = 0;}
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//WS2: detail_texel = texture2D(detail_texture, stprime); // temp
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vec4 dxdy_prime = vec4(dFdx(stprime), dFdy(stprime));
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detail_texel = lookup_ground_texture_array(5, stprime, lc, dxdy_prime);
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}
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// texture preparation according to detail level
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// mix in hires texture patches
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float dist_fact;
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float nSum;
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float mix_factor;
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float transition_model = fg_materialParams1[lc].r;
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float hires_overlay_bias = fg_materialParams1[lc].g;
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if (tquality_level > 2) {
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// first the second texture overlay
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// transition model 0: random patch overlay without any gradient information
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// transition model 1: only gradient-driven transitions, no randomness
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if (mix_flag == 1) {
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// Random patch overlay weighting with noise
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nSum = 0.18 * (2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
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// Increase the weighting for the mix_texel if more gradient-driven.
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nSum = mix(nSum, 0.5, max(0.0, 2.0 * (transition_model - 0.5)));
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// Add the gradient element
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nSum = nSum + 0.4 * (1.0 -smoothstep(0.9,0.95, abs(steepness)+ 0.05 * (noise_50m - 0.5))) * min(1.0, 2.0 * transition_model);
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mix_factor = smoothstep(0.5, 0.54, nSum);
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texel = mix(texel, mix_texel, mix_factor);
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local_autumn_factor = texel.a;
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}
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}
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if (tquality_level > 3) {
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// then the detail texture overlay
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if (dist < 40000.0)
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{
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if (flag == 1) {
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//noise_50m = Noise2D(rawPos.xy, 50.0);
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//noise_250m = Noise2D(rawPos.xy, 250.0);
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dist_fact = 0.1 * smoothstep(15000.0,40000.0, dist) - 0.03 * (1.0 - smoothstep(500.0,5000.0, dist));
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nSum = ((1.0 -noise_2000m) + noise_1500m + 2.0 * noise_250m +noise_50m)/5.0;
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nSum = nSum - 0.08 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
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mix_factor = smoothstep(0.47, 0.54, nSum +hires_overlay_bias - dist_fact);
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if (mix_factor > 0.8) {mix_factor = 0.8;}
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texel = mix(texel, detail_texel,mix_factor);
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local_autumn_factor = texel.a;
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}
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}
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}
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// autumn colors
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float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ;
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texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r);
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texel.g = texel.g;
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texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b);
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if (local_autumn_factor < 1.0)
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{
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intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
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texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
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}
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const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
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const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);;
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//float snow_alpha;
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if (quality_level > 3)
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{
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// mix vegetation
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texel = mix(texel, lichen_color, 0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m)) );
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// mix dust
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texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
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// mix snow
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if (msl_altitude +500.0 > snowlevel)
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{
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snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
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//texel = mix(texel, snow_texel, texel_snow_fraction);
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texel = mix(texel, snow_texel, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (msl_altitude)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
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}
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}
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else if (msl_altitude +500.0 > snowlevel)
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{
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float snow_alpha = 0.5+0.5* smoothstep(0.2,0.8, 0.3 + snow_thickness_factor +0.0001*(msl_altitude -snowlevel) );
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// texel = vec4(dot(vec3(0.2989, 0.5870, 0.1140), texel.rgb));
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texel = mix(texel, vec4(1.0), snow_alpha* smoothstep(snowlevel, snowlevel+200.0, (msl_altitude)));
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}
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// get distribution of water when terrain is wet
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float water_threshold1;
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float water_threshold2;
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float water_factor =0.0;
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if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
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{
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water_threshold1 = 1.0-0.5* wetness;
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water_threshold2 = 1.0 - 0.3 * wetness;
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water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
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}
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// darken wet terrain
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texel.rgb = texel.rgb * (1.0 - 0.6 * wetness);
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// light computations
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vec4 light_specular = gl_LightSource[0].specular;
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// If gl_Color.a == 0, this is a back-facing polygon and the
|
|
// normal should be reversed.
|
|
//n = (2.0 * gl_Color.a - 1.0) * normal;
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n = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
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n = normalize(n);
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NdotL = dot(n, lightDir);
|
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if ((tquality_level > 3) && (mix_flag ==1)&& (dist < 2000.0) && (quality_level > 4))
|
|
{
|
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noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
|
|
noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
|
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NdotL = NdotL + 1.0 * (noisegrad_10m + 0.5* noisegrad_5m) * mix_factor/0.8 * (1.0 - smoothstep(1000.0, 2000.0, dist));
|
|
}
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if (NdotL > 0.0) {
|
|
float shadowmap = getShadowing();
|
|
vec4 diffuse_term = light_diffuse_comp * mat_diffuse;
|
|
color += diffuse_term * NdotL * shadowmap;
|
|
NdotHV = max(dot(n, halfVector), 0.0);
|
|
if (mat_shininess > 0.0)
|
|
specular.rgb = (mat_specular.rgb
|
|
* light_specular.rgb
|
|
* pow(NdotHV, mat_shininess)
|
|
* shadowmap);
|
|
}
|
|
color.a = 1.0;//diffuse_term.a;
|
|
// This shouldn't be necessary, but our lighting becomes very
|
|
// saturated. Clamping the color before modulating by the texture
|
|
// is closer to what the OpenGL fixed function pipeline does.
|
|
color = clamp(color, 0.0, 1.0);
|
|
|
|
fragColor = color * texel + specular;
|
|
|
|
if (mix_water_texel) { fragColor = mix(fragColor, generateWaterTexel(), smoothstep(WATER_BEACH_TO_WATER, WATER_START, steepness + steepness_modifier)); }
|
|
|
|
fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, texel.rgb);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
|
|
}
|