745 lines
23 KiB
C++
745 lines
23 KiB
C++
// -*-C++-*-
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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 diffuse_term;
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varying vec3 normal;
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varying vec3 relPos;
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varying vec2 rawPos;
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varying vec3 worldPos;
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varying vec3 ecViewdir;
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uniform sampler2D texture;
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uniform sampler3D NoiseTex;
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uniform sampler2D snow_texture;
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uniform sampler2D detail_texture;
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uniform sampler2D mix_texture;
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uniform sampler2D grain_texture;
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uniform sampler2D dot_texture;
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uniform sampler2D gradient_texture;
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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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varying float grad_dir;
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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 float grain_strength;
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uniform float intrinsic_wetness;
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uniform float transition_model;
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uniform float hires_overlay_bias;
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uniform float dot_density;
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uniform float dot_size;
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uniform float dust_resistance;
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uniform float WindE;
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uniform float WindN;
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uniform float osg_SimulationTime;
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uniform int quality_level;
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uniform int tquality_level;
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uniform int wind_effects;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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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 rand2D(in vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float rand3D(in vec3 co){
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return fract(sin(dot(co.xyz ,vec3(12.9898,78.233,144.7272))) * 43758.5453);
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}
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float cosine_interpolate(in float a, in float b, in float x)
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{
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float ft = x * 3.1415927;
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float f = (1.0 - cos(ft)) * .5;
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return a*(1.0-f) + b*f;
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}
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float simple_interpolate(in float a, in float b, in float x)
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{
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return a + smoothstep(0.0,1.0,x) * (b-a);
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}
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float interpolatedNoise2D(in float x, in float y)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float v1 = rand2D(vec2(integer_x, integer_y));
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float v2 = rand2D(vec2(integer_x+1.0, integer_y));
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float v3 = rand2D(vec2(integer_x, integer_y+1.0));
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float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
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float i1 = simple_interpolate(v1 , v2 , fractional_x);
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float i2 = simple_interpolate(v3 , v4 , fractional_x);
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return simple_interpolate(i1 , i2 , fractional_y);
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}
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float interpolatedNoise3D(in float x, in float y, in float z)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float integer_z = z - fract(z);
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float fractional_z = z - integer_z;
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float v1 = rand3D(vec3(integer_x, integer_y, integer_z));
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float v2 = rand3D(vec3(integer_x+1.0, integer_y, integer_z));
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float v3 = rand3D(vec3(integer_x, integer_y+1.0, integer_z));
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float v4 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z));
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float v5 = rand3D(vec3(integer_x, integer_y, integer_z+1.0));
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float v6 = rand3D(vec3(integer_x+1.0, integer_y, integer_z+1.0));
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float v7 = rand3D(vec3(integer_x, integer_y+1.0, integer_z+1.0));
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float v8 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z+1.0));
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float i1 = simple_interpolate(v1,v5, fractional_z);
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float i2 = simple_interpolate(v2,v6, fractional_z);
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float i3 = simple_interpolate(v3,v7, fractional_z);
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float i4 = simple_interpolate(v4,v8, fractional_z);
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float ii1 = simple_interpolate(i1,i2,fractional_x);
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float ii2 = simple_interpolate(i3,i4,fractional_x);
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return simple_interpolate(ii1 , ii2 , fractional_y);
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}
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float Noise2D(in vec2 coord, in float wavelength)
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{
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return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
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}
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float Noise3D(in vec3 coord, in float wavelength)
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{
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return interpolatedNoise3D(coord.x/wavelength, coord.y/wavelength, coord.z/wavelength);
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}
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float dotNoise2D(in float x, in float y, in float fractionalMaxDotSize)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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if (rand2D(vec2(integer_x+1.0, integer_y +1.0)) > dot_density)
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{return 0.0;}
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float xoffset = (rand2D(vec2(integer_x, integer_y)) -0.5);
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float yoffset = (rand2D(vec2(integer_x+1.0, integer_y)) - 0.5);
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float dotSize = 0.5 * fractionalMaxDotSize * max(0.25,rand2D(vec2(integer_x, integer_y+1.0)));
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vec2 truePos = vec2 (0.5 + xoffset * (1.0 - 2.0 * dotSize) , 0.5 + yoffset * (1.0 -2.0 * dotSize));
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float distance = length(truePos - vec2(fractional_x, fractional_y));
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return 1.0 - smoothstep (0.3 * dotSize, 1.0* dotSize, distance);
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}
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float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize)
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{
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return dotNoise2D(coord.x/wavelength, coord.y/wavelength, fractionalMaxDotSize);
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}
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x > 30.0) {return e;}
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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// a fade function for procedural scales which are smaller than a pixel
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float detail_fade (in float scale, in float angle, in float dist)
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{
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float fade_dist = 2000.0 * scale * angle/max(pow(steepness,4.0), 0.1);
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return 1.0 - smoothstep(0.5 * fade_dist, fade_dist, dist);
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}
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// this determines how light is attenuated in the distance
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// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
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// for distance > visibility
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float fog_func (in float targ)
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{
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float fade_mix;
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// for large altitude > 30 km, we switch to some component of quadratic distance fading to
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// create the illusion of improved visibility range
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targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
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if (alt < 30000.0)
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{return exp(-targ - targ * targ * targ * targ);}
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else if (alt < 50000.0)
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{
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fade_mix = (alt - 30000.0)/20000.0;
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return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
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}
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else
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{
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return exp(- targ * targ - pow(targ,4.0));
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}
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}
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void main()
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{
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yprime_alt = diffuse_term.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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// float altitude of fragment above sea level
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float msl_altitude = (relPos.z + eye_alt);
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vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
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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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vec4 color = gl_Color;
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color.a = 1.0;
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vec3 lightDir = gl_LightSource[0].position.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 grain_texel;
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vec4 dot_texel;
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vec4 gradient_texel;
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vec4 foam_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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// Wind motion of the overlay noise simulating movement of vegetation and loose debris
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vec2 windPos;
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if (wind_effects > 1)
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{
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float windSpeed = length(vec2 (WindE,WindN)) /3.0480;
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// interfering sine wave wind pattern
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float sineTerm = sin(0.35 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y));
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sineTerm = sineTerm + sin(0.3 * windSpeed * osg_SimulationTime + 0.04 * (rawPos.x + rawPos.y));
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sineTerm = sineTerm + sin(0.22 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y));
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sineTerm = sineTerm/3.0;
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// non-linear amplification to simulate gusts
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sineTerm = sineTerm * sineTerm;//smoothstep(0.2, 1.0, sineTerm);
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// wind starts moving dust and leaves at around 8 m/s
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float timeArg = 0.01 * osg_SimulationTime * windSpeed * smoothstep(8.0, 15.0, windSpeed);
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timeArg = timeArg + 0.02 * sineTerm;
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windPos = vec2 (rawPos.x + WindN * timeArg, rawPos.y + WindE * timeArg);
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}
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else
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{
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windPos = rawPos.xy;
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}
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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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// Perlin noise
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float noise_10m = Noise2D(rawPos.xy, 10.0);
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float noise_5m = Noise2D(rawPos.xy ,5.0);
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float noise_2m = Noise2D(rawPos.xy ,2.0);
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float noise_1m = Noise2D(rawPos.xy ,1.0);
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float noise_01m = Noise2D(windPos.xy, 0.1);
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float noisegrad_10m;
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float noisegrad_5m;
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float noisegrad_2m;
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float noisegrad_1m;
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float noise_25m = Noise2D(rawPos.xy, 25.0);
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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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// dot noise
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float dotnoise_2m = DotNoise2D(rawPos.xy, 2.0 * dot_size,0.5);
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float dotnoise_10m = DotNoise2D(rawPos.xy, 10.0 * dot_size, 0.5);
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float dotnoise_15m = DotNoise2D(rawPos.xy, 15.0 * dot_size, 0.33);
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float dotnoisegrad_10m;
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// get the texels
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float distortion_factor = 1.0;
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vec2 stprime;
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int flag = 1;
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int mix_flag = 1;
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float noise_term;
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float snow_alpha;
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texel = texture2D(texture, gl_TexCoord[0].st);
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float local_autumn_factor = texel.a;
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grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * 25.0);
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gradient_texel = texture2D(gradient_texture, gl_TexCoord[0].st * 4.0);
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stprime = gl_TexCoord[0].st * 80.0;
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stprime = stprime + normalize(relPos).xy * 0.01 * (dotnoise_10m + dotnoise_15m);
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dot_texel = texture2D(dot_texture, vec2 (stprime.y, stprime.x) );
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// we need to fade procedural structures when they get smaller than a single pixel, for this we need
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// to know under what angle we see the surface
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float view_angle = abs(dot(normalize(normal), normalize(ecViewdir)));
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float sfactor = sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
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// the snow texel is generated procedurally
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if (msl_altitude +500.0 > snowlevel)
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{
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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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noise_term = noise_term + 0.2 * (noise_50m -0.5) * detail_fade(50.0, view_angle, 0.5*dist) ;
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noise_term = noise_term + 0.2 * (noise_25m -0.5) * detail_fade(25.0, view_angle, 0.5*dist) ;
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noise_term = noise_term + 0.3 * (noise_10m -0.5) * detail_fade(10.0, view_angle, 0.8*dist) ;
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noise_term = noise_term + 0.3 * (noise_5m - 0.5) * detail_fade(5.0, view_angle, dist);
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noise_term = noise_term + 0.15 * (noise_2m -0.5) * detail_fade(2.0, view_angle, dist);
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noise_term = noise_term + 0.08 * (noise_1m -0.5) * detail_fade(1.0, view_angle, dist);
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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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// the mixture/gradient texture
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mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3);
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if (mix_texel.a <0.1) {mix_flag = 0;}
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// the hires overlay texture is loaded with parallax mapping
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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 = 0.97 + 0.06 * noise_500m;
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stprime = stprime * distortion_factor * 15.0;
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stprime = stprime + normalize(relPos).xy * 0.022 * (noise_10m + 0.5 * noise_5m +0.25 * noise_2m - 0.875 );
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detail_texel = texture2D(detail_texture, stprime);
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if (detail_texel.a <0.1) {flag = 0;}
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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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// 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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{
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nSum = 0.18 * (2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
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nSum = mix(nSum, 0.5, max(0.0, 2.0 * (transition_model - 0.5)));
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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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// then the detail texture overlay
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mix_factor = 0.0;
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if (dist < 40000.0)
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{
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if (flag == 1)
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{
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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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}
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}
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// rock for very steep gradients
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if (gradient_texel.a > 0.0)
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{
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texel = mix(texel, gradient_texel, 1.0 - smoothstep(0.75,0.8,abs(steepness)+ 0.00002* msl_altitude + 0.05 * (noise_50m - 0.5)));
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local_autumn_factor = texel.a;
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}
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// the dot vegetation texture overlay
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texel.rgb = mix(texel.rgb, dot_texel.rgb, dot_texel.a * (dotnoise_10m + dotnoise_15m) * detail_fade(1.0 * (dot_size * (1.0 +0.1*dot_size)), view_angle,dist));
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texel.rgb = mix(texel.rgb, dot_texel.rgb, dot_texel.a * dotnoise_2m * detail_fade(0.1 * dot_size, view_angle,dist));
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// then the grain texture overlay
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texel.rgb = mix(texel.rgb, grain_texel.rgb, grain_strength * grain_texel.a * (1.0 - mix_factor) * (1.0-smoothstep(2000.0,5000.0, dist)));
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// for really hires, add procedural noise overlay
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texel.rgb = texel.rgb * (1.0 + 0.4 * (noise_01m-0.5) * detail_fade(0.1, view_angle, dist)) ;
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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 dust_color = vec4 (0.76, 0.65, 0.45, 1.0);
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const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);
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// mix vegetation
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float gradient_factor = smoothstep(0.5, 1.0, steepness);
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texel = mix(texel, lichen_color, gradient_factor * (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 *dust_resistance + 3.0 * dust_cover_factor * dust_resistance *(((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
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// mix snow
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float snow_mix_factor = 0.0;
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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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snow_mix_factor = 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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texel = mix(texel, snow_texel, snow_mix_factor);
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}
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// get distribution of water when terrain is wet
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float combined_wetness = min(1.0, wetness + intrinsic_wetness);
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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) && (combined_wetness>0.0))
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{
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water_threshold1 = 1.0-0.5* combined_wetness;
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water_threshold2 = 1.0 - 0.3 * combined_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 * combined_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
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// normal should be reversed.
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|
//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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|
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|
noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
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|
noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
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|
noisegrad_2m = (noise_2m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),2.0))/0.05;
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|
noisegrad_1m = (noise_1m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),1.0))/0.05;
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|
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|
dotnoisegrad_10m = (dotnoise_10m - DotNoise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0 * dot_size,0.5))/0.05;
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|
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NdotL = NdotL + (noisegrad_10m * detail_fade(10.0, view_angle,dist) + 0.5* noisegrad_5m * detail_fade(5.0, view_angle,dist)) * mix_factor/0.8;
|
|
NdotL = NdotL + 0.15 * noisegrad_2m * mix_factor/0.8 * detail_fade(2.0,view_angle,dist);
|
|
NdotL = NdotL + 0.1 * noisegrad_2m * detail_fade(2.0,view_angle,dist);
|
|
NdotL = NdotL + 0.05 * noisegrad_1m * detail_fade(1.0, view_angle,dist);
|
|
NdotL = NdotL + (1.0-snow_mix_factor) * 0.3* dot_texel.a * (0.5* dotnoisegrad_10m * detail_fade(1.0 * dot_size, view_angle, dist) +0.5 * dotnoisegrad_10m * noise_01m * detail_fade(0.1, view_angle, dist)) ;
|
|
|
|
if (NdotL > 0.0) {
|
|
color += diffuse_term * NdotL;
|
|
NdotHV = max(dot(n, halfVector), 0.0);
|
|
if (gl_FrontMaterial.shininess > 0.0)
|
|
specular.rgb = ((gl_FrontMaterial.specular.rgb * 0.1 + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
|
* light_specular.rgb
|
|
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
|
|
}
|
|
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;
|
|
|
|
// here comes the terrain haze model
|
|
|
|
|
|
float delta_z = hazeLayerAltitude - eye_alt;
|
|
|
|
if (dist > 0.04 * min(visibility,avisibility))
|
|
//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
|
|
//if (dist > 40.0)
|
|
{
|
|
|
|
alt = eye_alt;
|
|
|
|
|
|
float transmission;
|
|
float vAltitude;
|
|
float delta_zv;
|
|
float H;
|
|
float distance_in_layer;
|
|
float transmission_arg;
|
|
|
|
|
|
|
|
|
|
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
|
|
|
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)) // we don't see into the layer at all, aloft visibility is the only fading
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
// ground haze cannot be thinner than aloft visibility in the model,
|
|
// so we need to use aloft visibility otherwise
|
|
|
|
|
|
transmission_arg = (dist-distance_in_layer)/avisibility;
|
|
|
|
|
|
float eqColorFactor;
|
|
|
|
|
|
|
|
if (visibility < avisibility)
|
|
{
|
|
if (quality_level > 3)
|
|
{
|
|
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
|
|
|
|
}
|
|
else
|
|
{
|
|
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
|
}
|
|
// this combines the Weber-Fechner intensity
|
|
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering);
|
|
|
|
}
|
|
else
|
|
{
|
|
if (quality_level > 3)
|
|
{
|
|
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
|
|
}
|
|
else
|
|
{
|
|
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
|
}
|
|
// this combines the Weber-Fechner intensity
|
|
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
|
|
}
|
|
|
|
|
|
|
|
transmission = fog_func(transmission_arg);
|
|
|
|
// there's always residual intensity, we should never be driven to zero
|
|
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
|
|
|
|
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
|
|
|
vec3 hazeColor;
|
|
|
|
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
|
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
|
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
|
|
|
|
|
// now dim the light for haze
|
|
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
|
|
|
// Mie-like factor
|
|
|
|
if (lightArg < 10.0)
|
|
{
|
|
intensity = length(hazeColor);
|
|
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
|
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
|
|
}
|
|
|
|
intensity = length(hazeColor);
|
|
|
|
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
|
|
{
|
|
|
|
|
|
// high altitude desaturation of the haze color
|
|
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
|
|
|
// blue hue of haze
|
|
hazeColor.x = hazeColor.x * 0.83;
|
|
hazeColor.y = hazeColor.y * 0.9;
|
|
|
|
|
|
// additional blue in indirect light
|
|
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
|
intensity = length(hazeColor);
|
|
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
|
|
|
// change haze color to blue hue for strong fogging
|
|
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
|
|
|
|
|
|
|
|
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
|
float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
|
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
|
}
|
|
|
|
|
|
|
|
|
|
fragColor.rgb = mix(eqColorFactor * hazeColor * eShade , fragColor.rgb,transmission);
|
|
|
|
|
|
gl_FragColor = fragColor;
|
|
|
|
|
|
}
|
|
else // if dist < threshold no fogging at all
|
|
{
|
|
gl_FragColor = fragColor;
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|