71bdd9e99b
Make the coastline shader consistent between the coastline texture and the underlying landclass texture, irrespective of materials.
863 lines
34 KiB
C++
863 lines
34 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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// 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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// Randomise texture lookups for 5 non-base textures e.g. mix_texture, detaile_texture etc.
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// Each landclass is assigned 5 random textures from the ground texture array.
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// This simulates a worst case possible texture lookup scenario, without needing access to material parameters.
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// This does not simulate multiple texture sets, of which there may be up-to 4.
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// The performance will likely be worse than in a real situation - there might be fewer textures
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// for mix, detail and other textures. This might be easier on the GPUs texture caches.
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// Possible values: 0: disabled (default),
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// 1: enabled,
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// 2: remove texture array lookups for 5 textures - only base texture + neighbour base textures
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const int randomise_texture_lookups = 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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// 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 vec3 worldPos;
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varying vec2 rawPos;
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varying vec3 ecViewdir;
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varying vec2 grad_dir;
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varying vec4 ecPosition;
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varying float steepness;
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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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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 air_pollution;
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uniform float WindE;
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uniform float WindN;
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uniform float landing_light1_offset;
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uniform float landing_light2_offset;
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uniform float landing_light3_offset;
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uniform float osg_SimulationTime;
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uniform int wind_effects;
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uniform int cloud_shadow_flag;
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uniform int use_searchlight;
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uniform int use_landing_light;
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uniform int use_alt_landing_light;
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// Testing code: Currently hardcoded to 2000, to allow noise functions to run while waiting for landclass lookup(s)
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uniform int swatch_size; //in metres, typically 1000 or 2000
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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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// Material parameters, from material definitions and effect defaults, for each landclass.
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// xsize and ysize
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uniform vec4 fg_dimensionsArray[128];
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// RGBA ambient color
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uniform vec4 fg_ambientArray[128];
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// RGBA diffuse color
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uniform vec4 fg_diffuseArray[128];
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// RGBA specular color
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uniform vec4 fg_specularArray[128];
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// Indicies of textures in the ground texture array for different
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// texture slots (grain, gradient, dot, mix, detail) for each landclass
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uniform vec4 fg_textureLookup1[128];
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uniform vec4 fg_textureLookup2[128];
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// Each element of a vec4 contains a different materials parameter.
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uniform vec4 fg_materialParams1[128];
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uniform vec4 fg_materialParams2[128];
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uniform vec4 fg_materialParams3[128];
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// Coastline texture - generated from VPBTechnique
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uniform sampler2D coastline;
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// Sand texture
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uniform sampler2D sand;
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uniform mat4 fg_zUpTransform;
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uniform vec3 fg_modelOffset;
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const float terminator_width = 200000.0;
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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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// 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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//////////////////////////
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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(fg_tileWidth , fg_tileHeight);
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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(fg_tileHeight , fg_tileWidth);
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// Uniform array lookup functions example:
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// Access data[] as if it was a 1-d array of floats
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// with data sorted as rows of data values for each row of texture variants
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// using index for the relevant value
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/*
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float getFloatFromArrayData(int i)
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{
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int n = int(floor(float(i/4.0)));
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vec4 v4 = someArray[n];
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int index_within_v4 = int(mod(float(i),4.0));
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float value = v4[index_within_v4];
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return value;
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}
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vec4 getVec4FromArrayData(int i)
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{
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return (vec4(getFloatFromArrayData(i), getFloatFromArrayData(i+1), getFloatFromArrayData(i+2), getFloatFromArrayData(i+3)));
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}
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*/
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// From noise.frag
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float rand2D(in vec2 co);
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// Generates a full precision 32 bit random number from 2 seeds
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// as well as 6 random integers between 0 and factor that are rescaled 0.0-1.0
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// by re-using the significant figures from the full precision number.
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// This avoids having to generate 6 random numbers when
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// limited variation is needed: say 6 numbers with 100 levels (i.e between 0 and 100).
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// Seed 2 is incremented so the function can be called again to generate
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// a different set of numbers
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float get6_rand_nums(in float PRNGseed1,
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inout float PRNGseed2, float factor, out float [6] random_integers
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);
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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 werighting 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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float yprime_alt = light_diffuse_comp.a;
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//diffuse_term.a = 1.0;
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float 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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// this is taken from default.frag
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float NdotL, NdotHV, fogFactor;
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vec3 n = normalize(normal);
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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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vec3 secondary_light = vec3 (0.0,0.0,0.0);
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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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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 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 in units of swatch_size
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// original assumed 4km texture.
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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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// Noise relative to swatch size
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float noise_25m = Noise2D(rawPos.xy, swatch_size*0.000625);
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float noise_50m = Noise2D(rawPos.xy, swatch_size*0.00125);
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float noise_250m = Noise3D(worldPos.xyz,swatch_size*0.0625);
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float noise_500m = Noise3D(worldPos.xyz, swatch_size*0.125);
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float noise_1500m = Noise3D(worldPos.xyz, swatch_size*0.3750);
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float noise_2000m = Noise3D(worldPos.xyz, swatch_size*0.5);
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float noise_4000m = Noise3D(worldPos.xyz, swatch_size);
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float dotnoisegrad_10m;
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// slope noise
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float slopenoise_50m = SlopeLines2D(rawPos.xy, grad_dir, 50.0, steepness);
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float slopenoise_100m = SlopeLines2D(rawPos.xy, grad_dir, 100.0, steepness);
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float snownoise_25m = mix(noise_25m, slopenoise_50m, clamp(3.0*(1.0-steepness),0.0,1.0));
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float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness),0.0,1.0));
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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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// 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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// Testing code: Coordinate used by ground texture arrays
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//vec2 ground_tex_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 landclass-search-functions.frag.
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// There are some controls for haze and lighting at 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 = 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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vec4 coast = texture2D(coastline, tile_coord);
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if (fg_photoScenery) {
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// The photoscenery orthophotos are stored in the landclass texture
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// and use normalised tile coordinates
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texel = texture(landclass, vec2(tile_coord.s, 1.0 - tile_coord.t));
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water = (texture(coastline, vec2(tile_coord.s, tile_coord.t)).r > 0.1);
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// Do not attempt any mixing
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flag = 0;
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mix_flag = 0;
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} else if (coast.g > 0.1) {
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texel = lookup_ground_texture_array(0, tile_coord, lc, dxdy);
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water = texture(landclass, vec2(tile_coord.s, tile_coord.t)).z > 0.9;
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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 = texture(landclass, vec2(tile_coord.s, tile_coord.t)).z > 0.9;
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}
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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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float steep = 0.9;
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float steepToBeach = 0.93;
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float beachToWater = 0.95;
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float waterStart = 0.97;
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if ((coast.b > 0.05) || (water && steepness < (waterStart + 0.02))) {
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float waterline_min_steepness = fg_materialParams3[lc].y;
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float waterline_max_steepness = fg_materialParams3[lc].z;
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vec4 steep_texel = lookup_ground_texture_array(2, ground_tex_coord, lc, dxdy_gc); // Uses the same index as the gradient texture, which it is
|
|
vec4 beach_texel = texture2D(sand, ground_tex_coord); // Use the dot texture, which is overloaded to be the beach texture
|
|
texel = mix(steep_texel, beach_texel, smoothstep(steep, steepToBeach, steepness));
|
|
fragColor = mix(texel, generateWaterTexel(), smoothstep(beachToWater,waterStart,steepness));
|
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, fragColor.rgb);
|
|
} else if (water) {
|
|
fragColor = generateWaterTexel();
|
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, fragColor.rgb);
|
|
} else {
|
|
// Lookup material parameters for the landclass at this fragment.
|
|
// Material parameters are from material definitions XML files (e.g. regional definitions in data/Materials/regions). They have the same names.
|
|
// These parameters are contained in arrays of uniforms fg_materialParams1 and fg_materialParams2.
|
|
// The uniforms are vec4s, and each parameter is mapped to a vec4 element (rgba channels).
|
|
// In WS2 these parameters were available as uniforms of the same name.
|
|
// Testing: The mapping is hardcoded at the moment.
|
|
float transition_model = fg_materialParams1[lc].r;
|
|
float hires_overlay_bias = fg_materialParams1[lc].g;
|
|
float grain_strength = fg_materialParams1[lc].b;
|
|
float intrinsic_wetness = fg_materialParams1[lc].a;
|
|
|
|
float dot_density = fg_materialParams2[lc].r;
|
|
float dot_size = fg_materialParams2[lc].g;
|
|
float dust_resistance = fg_materialParams2[lc].b;
|
|
int rock_strata = int(fg_materialParams2[lc].a);
|
|
|
|
// dot noise
|
|
float dotnoise_2m = DotNoise2D(rawPos.xy, 2.0 * dot_size,0.5, dot_density);
|
|
float dotnoise_10m = DotNoise2D(rawPos.xy, 10.0 * dot_size, 0.5, dot_density);
|
|
float dotnoise_15m = DotNoise2D(rawPos.xy, 15.0 * dot_size, 0.33, dot_density);
|
|
|
|
|
|
// Testing code - set randomise_texture_lookups = 2 to only look up the base texture with no extra transitions.
|
|
detail_texel = texel;
|
|
mix_texel = texel;
|
|
grain_texel = texel;
|
|
dot_texel = texel;
|
|
gradient_texel = texel;
|
|
|
|
|
|
/*
|
|
// Texture lookup testing code:
|
|
// To test this block, uncomment it and turn off normal and random texture lookups
|
|
// by setting randomise_texture_lookups = 2 or more.
|
|
|
|
int tex2;
|
|
|
|
|
|
// Grain texture is material texture 14, which is mapped to the r channel of fg_textureLookup2
|
|
tex2 = int(fg_textureLookup2[lc].r * 255.0 + 0.5);
|
|
grain_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
|
|
|
|
// Gradient texture is material texture 13, which is mapped to the a channel of fg_textureLookup1
|
|
tex2 = int(fg_textureLookup1[lc].a * 255.0 + 0.5);
|
|
gradient_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
|
|
|
|
// Dot texture is material texture 15, which is mapped to the g channel of fg_textureLookup2
|
|
tex2 = int(fg_textureLookup2[lc].g * 255.0 + 0.5);
|
|
dot_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
|
|
|
|
// Mix texture is material texture 12, which is mapped to the b channel of fg_textureLookup1
|
|
tex2 = int(fg_textureLookup1[lc].b * 255.0 + 0.5);
|
|
mix_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
|
|
if (mix_texel.a < 0.1) { mix_flag = 0;} // Disable if no index found
|
|
|
|
// Detail texture is material texture 11, which is mapped to the g channel of fg_textureLookup1
|
|
tex2 = int(fg_textureLookup1[lc].g * 255.0 + 0.5);
|
|
detail_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
|
|
if (detail_texel.a < 0.1) { flag = 0;} // Disable if no index found
|
|
|
|
//Examples of how lookup_ground_texture array is used with the above grain/gradient texture lookups:
|
|
//grain_texel = lookup_ground_texture_array(1, st * 1.3, lc, dxdy * 1.3);
|
|
//gradient_texel = lookup_ground_texture_array(2, st * 1.3, lc, dxdy * 1.3);
|
|
*/
|
|
|
|
|
|
// Generate 6 random numbers
|
|
|
|
float pseed2 = 1.0;
|
|
int tex_id_lc[6];
|
|
float rn[6];
|
|
if (randomise_texture_lookups == 1)
|
|
{
|
|
|
|
get6_rand_nums(float(lc)*33245.31, pseed2, 47.0, rn);
|
|
for (int i=0;i<6;i++) tex_id_lc[i] = int(mod( (float(lc)+(rn[i]*47.0)+1.0) , 48.0));
|
|
}
|
|
|
|
//texel = mix(vec4(vec3(0.0),1.0), vec4(0.0,0.5,0.0,1.0), float(tex_id_lc[2])/48.0);
|
|
|
|
// WS2:
|
|
//grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * 25.0);
|
|
//gradient_texel = texture2D(gradient_texture, gl_TexCoord[0].st * 4.0);
|
|
//stprime = gl_TexCoord[0].st * 80.0;
|
|
//stprime = stprime + normalize(relPos).xy * 0.01 * (dotnoise_10m + dotnoise_15m);
|
|
//dot_texel = texture2D(dot_texture, vec2 (stprime.y, stprime.x) );
|
|
|
|
|
|
if (randomise_texture_lookups == 0)
|
|
{
|
|
grain_texel = lookup_ground_texture_array(1, st * 25.0, lc, dxdy * 25.0);
|
|
gradient_texel = lookup_ground_texture_array(2, st * 4.0, lc, dxdy * 4.0);
|
|
}
|
|
else if (randomise_texture_lookups == 1)
|
|
{
|
|
grain_texel = lookup_ground_texture_array(0, st * 25.0, tex_id_lc[0], dxdy * 25.0);
|
|
gradient_texel = lookup_ground_texture_array(0, st * 4.0, tex_id_lc[1], dxdy * 4.0);
|
|
}
|
|
|
|
stprime = st * 80.0;
|
|
stprime = stprime + normalize(relPos).xy * 0.01 * (dotnoise_10m + dotnoise_15m);
|
|
vec4 dxdy_prime = vec4(dFdx(stprime), dFdy(stprime));
|
|
|
|
if (randomise_texture_lookups == 0)
|
|
{
|
|
dot_texel = lookup_ground_texture_array(3, stprime.ts, lc, dxdy_prime.tsqp);
|
|
}
|
|
else if (randomise_texture_lookups == 1)
|
|
{
|
|
dot_texel = lookup_ground_texture_array(0, stprime.ts, tex_id_lc[2], dxdy_prime.tsqp);
|
|
}
|
|
|
|
// Testing: WS2 code after this, except for random texture lookups and partial derivatives
|
|
|
|
float local_autumn_factor = texel.a;
|
|
|
|
// we need to fade procedural structures when they get smaller than a single pixel, for this we need
|
|
// to know under what angle we see the surface
|
|
|
|
float view_angle = abs(dot(normalize(normal), normalize(ecViewdir)));
|
|
|
|
// the snow texel is generated procedurally
|
|
if (msl_altitude +500.0 > snowlevel)
|
|
{
|
|
snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_500m + 0.1* (1.0 - noise_10m) );
|
|
snow_texel.r = snow_texel.r * (0.9 + 0.05 * (noise_10m + noise_5m));
|
|
snow_texel.g = snow_texel.g * (0.9 + 0.05 * (noise_10m + noise_5m));
|
|
snow_texel.a = 1.0;
|
|
noise_term = 0.1 * (noise_500m-0.5) ;
|
|
noise_term = noise_term + 0.2 * (snownoise_50m -0.5) * detail_fade(50.0, view_angle, 0.5*dist) ;
|
|
noise_term = noise_term + 0.2 * (snownoise_25m -0.5) * detail_fade(25.0, view_angle, 0.5*dist) ;
|
|
noise_term = noise_term + 0.3 * (noise_10m -0.5) * detail_fade(10.0, view_angle, 0.8*dist) ;
|
|
noise_term = noise_term + 0.3 * (noise_5m - 0.5) * detail_fade(5.0, view_angle, dist);
|
|
noise_term = noise_term + 0.15 * (noise_2m -0.5) * detail_fade(2.0, view_angle, dist);
|
|
noise_term = noise_term + 0.08 * (noise_1m -0.5) * detail_fade(1.0, view_angle, dist);
|
|
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) );
|
|
}
|
|
|
|
if (mix_flag == 1)
|
|
{
|
|
//WS2: mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3);
|
|
|
|
if (randomise_texture_lookups == 0)
|
|
{
|
|
mix_texel = lookup_ground_texture_array(4, st * 1.3, lc, dxdy * 1.3);
|
|
}
|
|
else if (randomise_texture_lookups == 1)
|
|
{
|
|
mix_texel = lookup_ground_texture_array(0, st * 1.3, tex_id_lc[3], dxdy * 1.3);
|
|
}
|
|
if (mix_texel.a <0.1) {mix_flag = 0;}
|
|
}
|
|
|
|
// the hires overlay texture is loaded with parallax mapping
|
|
|
|
if (flag == 1)
|
|
{
|
|
stprime = vec2 (0.86*st.s + 0.5*st.t, 0.5*st.s - 0.86*st.t);
|
|
distortion_factor = 0.97 + 0.06 * noise_500m;
|
|
stprime = stprime * distortion_factor * 15.0;
|
|
stprime = stprime + normalize(relPos).xy * 0.022 * (noise_10m + 0.5 * noise_5m +0.25 * noise_2m - 0.875 );
|
|
|
|
//WS2: detail_texel = texture2D(detail_texture, stprime); // temp
|
|
|
|
dxdy_prime = vec4(dFdx(stprime), dFdy(stprime));
|
|
if (randomise_texture_lookups == 0)
|
|
{
|
|
detail_texel = lookup_ground_texture_array(5, stprime , lc, dxdy_prime);
|
|
}
|
|
else if (randomise_texture_lookups == 1)
|
|
{
|
|
detail_texel = lookup_ground_texture_array(0, stprime, tex_id_lc[4], dxdy_prime);
|
|
}
|
|
if (detail_texel.a <0.1) {flag = 0;}
|
|
} // End if (flag == 1)
|
|
|
|
|
|
// texture preparation according to detail level
|
|
|
|
// mix in hires texture patches
|
|
|
|
float dist_fact;
|
|
float nSum;
|
|
float mix_factor;
|
|
|
|
// first the second texture overlay
|
|
// transition model 0: random patch overlay without any gradient information
|
|
// transition model 1: only gradient-driven transitions, no randomness
|
|
|
|
if (mix_flag == 1)
|
|
{
|
|
nSum = 0.167 * (noise_4000m + 2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
|
|
nSum = mix(nSum, 0.5, max(0.0, 2.0 * (transition_model - 0.5)));
|
|
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);
|
|
mix_factor = smoothstep(0.5, 0.54, nSum);
|
|
texel = mix(texel, mix_texel, mix_factor);
|
|
local_autumn_factor = texel.a;
|
|
}
|
|
|
|
// then the detail texture overlay
|
|
mix_factor = 0.0;
|
|
//WS2: condition was broken up - does it matter for dynamic branching?
|
|
if ((flag == 1) && (dist < 40000.0))
|
|
{
|
|
dist_fact = 0.1 * smoothstep(15000.0,40000.0, dist) - 0.03 * (1.0 - smoothstep(500.0,5000.0, dist));
|
|
nSum = ((1.0 -noise_2000m) + noise_1500m + 2.0 * noise_250m +noise_50m)/5.0;
|
|
nSum = nSum - 0.08 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
|
|
mix_factor = smoothstep(0.47, 0.54, nSum +hires_overlay_bias- dist_fact);
|
|
if (mix_factor > 0.8) {mix_factor = 0.8;}
|
|
texel = mix(texel, detail_texel,mix_factor);
|
|
}
|
|
|
|
// rock for very steep gradients
|
|
if (gradient_texel.a > 0.0)
|
|
{
|
|
texel = mix(texel, gradient_texel, 1.0 - smoothstep(0.75,0.8,abs(steepness)+ 0.00002* msl_altitude + 0.05 * (noise_50m - 0.5)));
|
|
local_autumn_factor = texel.a;
|
|
}
|
|
|
|
|
|
// strata noise
|
|
float stratnoise_50m;
|
|
float stratnoise_10m;
|
|
|
|
// Testing: if rock_strata parameter is not cast into int, need (rock_strata > 0.99)
|
|
if (rock_strata==1)
|
|
{
|
|
stratnoise_50m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 50.0, 0.2);
|
|
stratnoise_10m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 10.0, 0.2);
|
|
stratnoise_50m = mix(stratnoise_50m, 1.0, smoothstep(0.8,0.9, steepness));
|
|
stratnoise_10m = mix(stratnoise_10m, 1.0, smoothstep(0.8,0.9, steepness));
|
|
texel *= (0.4 + 0.4 * stratnoise_50m + 0.2 * stratnoise_10m);
|
|
}
|
|
|
|
// the dot vegetation texture overlay
|
|
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));
|
|
texel.rgb = mix(texel.rgb, dot_texel.rgb, dot_texel.a * dotnoise_2m * detail_fade(0.1 * dot_size, view_angle,dist));
|
|
|
|
// then the grain texture overlay
|
|
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)));
|
|
|
|
// for really hires, add procedural noise overlay
|
|
texel.rgb = texel.rgb * (1.0 + 0.4 * (noise_01m-0.5) * detail_fade(0.1, view_angle, dist)) ;
|
|
|
|
// autumn colors
|
|
float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ;
|
|
|
|
|
|
texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r);
|
|
texel.g = texel.g;
|
|
texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b);
|
|
|
|
|
|
if (local_autumn_factor < 1.0)
|
|
{
|
|
intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
|
|
texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
|
|
}
|
|
|
|
// slope line overlay
|
|
texel.rgb = texel.rgb * (1.0 - 0.12 * slopenoise_50m - 0.08 * slopenoise_100m);
|
|
|
|
//const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
|
|
const vec4 dust_color = vec4 (0.76, 0.65, 0.45, 1.0);
|
|
const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);
|
|
|
|
// mix vegetation
|
|
float gradient_factor = smoothstep(0.5, 1.0, steepness);
|
|
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))) );
|
|
// mix dust
|
|
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) );
|
|
|
|
// mix snow
|
|
float snow_mix_factor = 0.0;
|
|
|
|
if (msl_altitude + 500.0 > snowlevel)
|
|
{
|
|
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
|
|
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);
|
|
texel = mix(texel, snow_texel, snow_mix_factor);
|
|
}
|
|
|
|
// get distribution of water when terrain is wet
|
|
float combined_wetness = min(1.0, wetness + intrinsic_wetness);
|
|
float water_threshold1;
|
|
float water_threshold2;
|
|
float water_factor =0.0;
|
|
|
|
if ((dist < 5000.0) && (combined_wetness>0.0))
|
|
{
|
|
water_threshold1 = 1.0-0.5* combined_wetness;
|
|
water_threshold2 = 1.0 - 0.3 * combined_wetness;
|
|
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));
|
|
}
|
|
|
|
// darken wet terrain
|
|
texel.rgb = texel.rgb * (1.0 - 0.6 * combined_wetness);
|
|
|
|
// light computations
|
|
vec4 light_specular = gl_LightSource[0].specular;
|
|
|
|
// 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;
|
|
vec3 n = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
|
|
n = normalize(n);
|
|
|
|
NdotL = dot(n, lightDir);
|
|
|
|
float noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
|
|
float noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
|
|
float noisegrad_2m = (noise_2m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),2.0))/0.05;
|
|
float noisegrad_1m = (noise_1m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),1.0))/0.05;
|
|
|
|
dotnoisegrad_10m = (dotnoise_10m - DotNoise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0 * dot_size,0.5, dot_density))/0.05;
|
|
|
|
|
|
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)) ;
|
|
|
|
// Testing: Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling as the controls are default (by request)
|
|
if (fg_photoScenery) NdotL = mix(dot(n, lightDir), NdotL, 0.00001);
|
|
|
|
if (NdotL > 0.0)
|
|
{
|
|
float shadowmap = getShadowing();
|
|
if (cloud_shadow_flag == 1) {NdotL = NdotL * shadow_func(relPos.x, relPos.y, 0.3 * noise_250m + 0.5 * noise_500m+0.2 * noise_1500m, dist);}
|
|
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 * 0.1 + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
|
* light_specular.rgb
|
|
* pow(NdotHV, mat_shininess + (20.0 * water_factor))
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* shadowmap);
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|
}
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|
color.a = 1.0;//diffuse_term.a; // as gl_Color.a and light_diffuse.comp.a were packed with other values
|
|
// 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);
|
|
|
|
|
|
if (use_searchlight == 1) {
|
|
secondary_light += searchlight();
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|
}
|
|
|
|
if (use_landing_light == 1) {
|
|
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
|
}
|
|
|
|
if (use_alt_landing_light == 1) {
|
|
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
|
}
|
|
|
|
color.rgb += secondary_light * light_distance_fading(dist);
|
|
|
|
fragColor = color * texel + specular;
|
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
|
}
|
|
|
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
|
vec3 hazeColor = get_hazeColor(lightArg);
|
|
|
|
// Rayleigh color shift due to out-scattering
|
|
float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, msl_altitude);
|
|
float outscatter = 1.0-exp(-dist/rayleigh_length);
|
|
fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
|
|
|
|
// Rayleigh color shift due to in-scattering
|
|
|
|
float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
|
|
//float lightIntensity = length(diffuse_term.rgb)/1.73 * rShade;
|
|
float lightIntensity = length(hazeColor * effective_scattering) * rShade;
|
|
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
|
|
float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, msl_altitude);
|
|
fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
|
|
|
|
gl_FragColor = applyHaze(fragColor, hazeColor, secondary_light, ct, hazeLayerAltitude, visibility, avisibility, dist, lightArg, mie_angle);
|
|
|
|
// Testing phase controls:
|
|
if (remove_haze_and_lighting == 1)
|
|
{
|
|
gl_FragColor = texel;
|
|
}
|
|
}
|