a06298055a
from Chris RINGEVAL https://sourceforge.net/p/flightgear/fgdata/merge-requests/269/ Squashed commit of the following: commit 23194c0fed49609999b4da67b2990af774f7df03 Author: Chris Ringeval <eatdirt@protonmail.com> Date: Sun Jan 30 23:52:09 2022 +0100 Remove CC-BY-SA 3.0 texture provided by EAS and replace it with one made by myself commit cb30c7972ba3db6b4cb4ad5f9dcd12d7e0ddbc1a Author: Chris Ringeval <eatdirt@protonmail.com> Date: Sun Dec 5 15:49:31 2021 +0100 Optimize shaders for vram usage and use new uniforms commit 7541e49c6757a23b08684f1c4354e84b9af3bcc3 Author: Chris Ringeval <eatdirt@protonmail.com> Date: Thu Dec 2 17:22:55 2021 +0100 Reduce the oversized galaxy texture to 400kB commit 0e6591907a9978077dc6dff1b53dea7c439a6cc4 Author: Chris Ringeval <eatdirt@protonmail.com> Date: Tue Nov 30 23:49:24 2021 +0100 Add Milky Way onto the night sky
218 lines
5.7 KiB
C++
218 lines
5.7 KiB
C++
// -*-C++-*-
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//
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// Chris Ringeval (November 2021)
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//
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#version 120
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varying vec3 eye2VertInEyeSpace;
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varying vec3 eye2ZenithInEyeSpace;
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varying vec3 eye2MoonInEyeSpace;
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uniform sampler2D milkyway;
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uniform float moonlight;
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uniform float mudarksky;
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uniform float altitude;
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uniform float atmosphere_top;
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uniform float fg_ZenithSkyBrightness;
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uniform float mugxybulge;
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// conversion factor to recover moon logI in lux
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const float max_loglux = -0.504030345621;
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const float min_loglux = -4.399646345620;
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// conversion factor to recover moon logI in footcandle
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const float luxtofootcandle = -1.0319696543787917;
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// the log10 of Mie + Rayleight scattering function at minimum,
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// i.e., for a Moon-Sky distance of 90 degrees
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const float logf90 = 5.399285;
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//extinction coefficient at Maunea Kea (2800m asl), in mag/airmass
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const float k2800 = 0.172;
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// cos(3pi/5), at asl 0m, any light source < -18 degrees above the horizon does
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// not light-up atmosphere -> zenital angle > 108 degrees.
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const float cosUnvisible = -0.309016994374947;
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// D65 white multiplied by rhodopic response function and converted
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// to linear sRGB is [-0.321, 0.656, 0.455], i.e. out of gammut. We
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// desaturate along red to mimic night vision color blindness
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// (see https://github.com/eatdust/spectroll)
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const vec4 nightColor = vec4(0.0,0.977,0.776,1.0);
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vec3 filter_combined (in vec3 color) ;
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float log10(in float x){
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return 0.434294481903252*log(x);
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}
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//Rayleight + Mie scattering in unit of the minimal scattering at
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//90 degrees (const f90)
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float scattering_angular_dependency(in float cosMoonSep) {
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float fR = 0.913514*(1.06 + cosMoonSep*cosMoonSep);
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float moonSepRad = acos(cosMoonSep);
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float fM = 5.63268*pow(10.0,-moonSepRad*1.432394);
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return fR + fM;
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}
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float airmass_angular_dependency(in float sineZenithDistanceSquare) {
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return 1.0/sqrt(1.0 - 0.96*sineZenithDistanceSquare);
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}
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//log10 of the moon illuminance in footcandles
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float log10_moon_illuminance_fc(in float Inorm){
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return (max_loglux-min_loglux)*(Inorm-1.0) + max_loglux + luxtofootcandle ;
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}
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//in mag/arcsec^2 from flux in nano Lambert
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float magnitude_from_lognL(in float logBnL){
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return 26.3313 - 2.5*logBnL;
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}
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void main()
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{
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//unit vectors
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vec3 uViewDir = normalize(eye2VertInEyeSpace);
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vec3 uZenithDir = normalize(eye2ZenithInEyeSpace);
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vec3 uMoonDir = normalize(eye2MoonInEyeSpace);
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// the intrinsic sky brightness without the Moon at
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// zenith set in simgear and propagated as uniform
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float muzenithsky = fg_ZenithSkyBrightness;
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vec4 fragColor;
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// the galaxy is visible only if
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if (muzenithsky >= mugxybulge) {
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// texture look-up
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vec4 texel = texture2D(milkyway, gl_TexCoord[0].st);
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float cosZenithView = max(dot(uZenithDir,uViewDir),0.0);
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float sineZenithDist2 = 1.0 - pow(cosZenithView,2);
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float Xview = airmass_angular_dependency(sineZenithDist2);
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float k = k2800 * max(0.0,(atmosphere_top - altitude)/(atmosphere_top - 2800.0));
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// add angular dependence from scattering within the atmosphere
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float musky = muzenithsky + k*(Xview-1.0);
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// main effect: airglow coming from the van Rhijn layer (height 130km)
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//
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// https://ui.adsabs.harvard.edu/abs/1986PASP...98..364G/abstract
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//
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// We smoothstep airglow to zero while approaching 130km of altitude
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musky = musky - 2.5*log10(0.4+0.6*Xview) * (1.0 - smoothstep(0.0,130000.0,altitude));
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// Moon illumination of the atmosphere, we use the same model as in
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// simgear (see moonpos.cxx), based on Publ. Astron. Soc. Pacif.
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// 103(667), 1033-1039 (DOI: http://dx.doi.org/10.1086/132921).
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//
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// https://ui.adsabs.harvard.edu/abs/1991PASP..103.1033K/abstract
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//
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// The altitude damping effect is encoded in k and the moon
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// scattering smoothly disappears with altitude as k->0. Only smoothstep added to
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// smooth the moon rising effects
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float cosZenithMoon = dot(uZenithDir,uMoonDir);
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float dmumoon = 0.0;
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// Include values under the horizon to smooth the Moon rising jumps effect
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if (cosZenithMoon >= cosUnvisible) {
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//however, we use the math only with sane input: cosZenithMoon >= 0
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float sineZenithMoon2 = 1.0 - pow(max(cosZenithMoon,0.0),2.0);
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float Xmoon = airmass_angular_dependency(sineZenithMoon2);
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float cosMoonView = dot(uMoonDir,uViewDir);
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float moon_logI = log10_moon_illuminance_fc(moonlight);
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// log10(Bmoon) with Bmoon in nanoLambert
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float logBnL = logf90 + log10(scattering_angular_dependency(cosMoonView)) \
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+ moon_logI - 0.4*k*Xmoon + log10(1.0-pow(10.0,-0.4*k*Xview));
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// sky brightness from the moon in mag/arcsec^2
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float mumoon = magnitude_from_lognL(logBnL);
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//relative flux w.r.t background
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float Brel = pow(10.0,0.4*(musky-mumoon));
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// artificial smoothing for the moon between -18 degrees and 0
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Brel = Brel*smoothstep(cosUnvisible,0.0,cosZenithMoon);
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dmumoon = - 2.5*log10(1.0 + Brel);
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}
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// final angle dependent sky brightness
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musky = musky + dmumoon;
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// we put the damping in the colors as to keep alpha channel to 1
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// for the ALS filters to not being affected
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fragColor.rgb = texel.rgb * nightColor.rgb * (musky-mugxybulge)/musky;
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fragColor.a = 1.0;
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//For debugging and testing, uncomment. The red shows sky low surface brightness
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//fragColor.r = 8*(musky-mugxybulge)/musky;
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}
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else {
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// galaxy is invisible, too much sky brightness, color the night sphere is black
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fragColor = vec4(0.0,0.0,0.0,1.0);
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}
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fragColor.rgb = filter_combined(fragColor.rgb);
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gl_FragColor = clamp(fragColor,0.0,1.0);
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}
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