4564b30eac
Previously haze calculations were performed in the main body of the ws30 shaders (inherited from the ALS terrain shaders). This change creates a common applyHaze function to consistently apply haze. This is not ws30 specific, and could be used to replace the haze calculations of all ALS shaders for improved consistency.
586 lines
19 KiB
C++
586 lines
19 KiB
C++
// WS30 FRAGMENT SHADER
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// -*-C++-*-
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#version 130
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#extension GL_EXT_texture_array : enable
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// written by Thorsten Renk, Oct 2011, based on default.frag
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//////////////////////////////////////////////////////////////////
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// TEST PHASE TOGGLES AND CONTROLS
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//
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// Development tools:
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// Reduce haze to almost zero, while preserving lighting. Useful for observing distant tiles.
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// Keeps the calculation overhead. This can be used for profiling.
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// Possible values: 0:Normal, 1:Reduced haze.
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const int reduce_haze_without_removing_calculation_overhead = 0;
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// Remove haze and lighting and shows just the texture.
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// Useful for checking texture rendering and scenery.
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// The compiler will likely optimise out the haze and lighting calculations.
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// Possible values: 0:Normal, 1:Just the texture.
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const int remove_haze_and_lighting = 0;
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//
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// End of test phase controls
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//////////////////////////////////////////////////////////////////
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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varying vec4 light_diffuse_comp;
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varying vec3 normal;
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varying vec3 relPos;
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varying vec2 ground_tex_coord;
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varying vec2 rawPos;
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varying vec3 worldPos;
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// Testing code:
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//vec3 worldPos = vec3(5000.0, 6000.0, 7000.0) + vec3(vec2(rawPos), 600.0); // vec3(100.0, 10.0, 3.0);
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//varying vec2 orthoTexCoord;
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varying vec4 eyePos;
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uniform sampler2D landclass;
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uniform sampler2DArray textureArray;
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uniform sampler2D perlin;
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//varying float yprime_alt;
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//varying float mie_angle;
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varying float steepness;
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uniform float visibility;
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uniform float avisibility;
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uniform float scattering;
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uniform float terminator;
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uniform float terrain_alt;
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uniform float hazeLayerAltitude;
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uniform float overcast;
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uniform float eye_alt;
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uniform float snowlevel;
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uniform float dust_cover_factor;
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uniform float lichen_cover_factor;
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uniform float wetness;
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uniform float fogstructure;
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uniform float snow_thickness_factor;
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uniform float cloud_self_shading;
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uniform float season;
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uniform int quality_level;
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uniform int tquality_level;
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// Passed from VPBTechnique, not the Effect
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uniform float fg_tileWidth;
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uniform float fg_tileHeight;
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uniform bool fg_photoScenery;
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uniform vec4 fg_dimensionsArray[128];
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uniform vec4 fg_ambientArray[128];
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uniform vec4 fg_diffuseArray[128];
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uniform vec4 fg_specularArray[128];
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uniform vec4 fg_textureLookup1[128];
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uniform vec4 fg_textureLookup2[128];
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uniform vec4 fg_materialParams1[128];
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uniform mat4 fg_zUpTransform;
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uniform vec3 fg_modelOffset;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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//Testing phase: Why are these in global scope in WS2 shaders?
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float alt;
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float eShade;
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float yprime_alt;
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float mie_angle;
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float shadow_func (in float x, in float y, in float noise, in float dist);
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float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
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float Noise2D(in vec2 coord, in float wavelength);
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float Noise3D(in vec3 coord, in float wavelength);
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float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness);
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float Strata3D(in vec3 coord, in float wavelength, in float variation);
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float fog_func (in float targ, in float alt);
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float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
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float alt_factor(in float eye_alt, in float vertex_alt);
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float light_distance_fading(in float dist);
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float fog_backscatter(in float avisibility);
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vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
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vec3 get_hazeColor(in float light_arg);
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vec3 searchlight();
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vec3 landing_light(in float offset, in float offsetv);
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vec3 filter_combined (in vec3 color) ;
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float getShadowing();
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vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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//////////////////////////
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// Test-phase code:
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// These should be sent as uniforms
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// Tile dimensions in meters
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// vec2 tile_size = vec2(tile_width , tile_height);
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// Testing: texture coords are sent flipped right now:
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// Note tile_size is defined in the shader include: ws30-landclass-search-functions.frag.
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// vec2 tile_size = vec2(tile_height , tile_width);
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// From noise.frag
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float rand2D(in vec2 co);
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// These functions, and other function they depend on, are defined
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// in ws30-ALS-landclass-search.frag.
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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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// Lookup a ground texture at a point based on the landclass at that point, without visible
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// seams at coordinate discontinuities or at landclass boundaries where texture are switched.
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// The partial derivatives of the tile_coord at the fragment is needed to adjust for
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// the stretching of different textures, so that the correct mip-map level is looked
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// up and there are no seams.
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// Texture types: 0: base texture, 1: grain texture, 2: gradient texture, 3 dot texture,
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// 4: mix texture, 5: detail texture.
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vec4 lookup_ground_texture_array(in int texture_type, in vec2 ground_texture_coord, in int landclass_id,
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in vec4 dFdx_and_dFdy);
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// Look up the landclass id [0 .. 255] for this particular fragment.
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// Lookup id of any neighbouring landclass that is within the search distance.
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// Searches are performed in upto 4 directions right now, but only one landclass is looked up
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// Create a mix factor weighting the influences of nearby landclasses
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void get_landclass_id(in vec2 tile_coord, in vec4 dFdx_and_dFdy,
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out int landclass_id, out ivec4 neighbor_landclass_ids,
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out int num_unique_neighbors,out vec4 mix_factor
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);
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// Look up the texel of the specified texture type (e.g. grain or detail textures) for this fragment
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// and any neighbor texels, then mix.
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vec4 get_mixed_texel(in int texture_type, in vec2 g_texture_coord,
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in int landclass_id, in int num_unique_neighbors,
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in ivec4 neighbor_texel_landclass_ids, in vec4 neighbor_mix_factors,
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in vec4 dFdx_and_dFdy
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);
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// Determine the texel and material parameters for a particular fragment,
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// Taking into account photoscenery etc.
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void get_material(in int landclass,
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in vec2 ground_tex_coord,
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in vec4 dxdy_gc,
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out float mat_shininess,
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out vec4 mat_ambient,
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out vec4 mat_diffuse,
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out vec4 mat_specular,
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out vec4 dxdy,
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out vec2 st
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);
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// Apply the ALS haze model to a specific fragment
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vec4 applyHaze(inout vec4 fragColor,
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inout vec3 hazeColor,
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in vec3 secondary_light,
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in float ct,
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in float hazeLayerAltitude,
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in float visibility,
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in float avisibility,
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in float dist,
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in float lightArg,
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in float mie_angle);
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// End Test-phase code
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////////////////////////
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void main()
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{
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yprime_alt = light_diffuse_comp.a;
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//diffuse_term.a = 1.0;
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mie_angle = gl_Color.a;
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float effective_scattering = min(scattering, cloud_self_shading);
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// distance to fragment
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float dist = length(relPos);
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// angle of view vector with horizon
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float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// this is taken from default.frag
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vec3 n;
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float NdotL, NdotHV, fogFactor;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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//vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
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vec4 texel;
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vec4 snow_texel;
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vec4 detail_texel;
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vec4 mix_texel;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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float intensity;
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// Material/texel properties
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float mat_shininess;
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vec2 st;
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vec4 mat_ambient, mat_diffuse, mat_specular, dxdy;
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// get noise at different wavelengths
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// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
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// 50m: detail texel
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// 250m: detail texel
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// 500m: distortion and overlay
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// 1500m: overlay, detail, dust, fog
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// 2000m: overlay, detail, snow, fog
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float noise_10m;
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float noise_5m;
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noise_10m = Noise2D(rawPos.xy, 10.0);
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noise_5m = Noise2D(rawPos.xy ,5.0);
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float noisegrad_10m;
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float noisegrad_5m;
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float noise_50m = Noise2D(rawPos.xy, 50.0);;
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float noise_250m = Noise3D(worldPos.xyz,250.0);
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float noise_500m = Noise3D(worldPos.xyz, 500.0);
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float noise_1500m = Noise3D(worldPos.xyz, 1500.0);
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float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
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//
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// get the texels
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// Oct 27 2021:
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// Geometry is in the form of roughly rectangular 'tiles'
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// with a mesh forming a grid with regular spacing.
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// Each vertex in the mesh is given an elevation
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// Tile dimensions in m
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// Testing: created from two float uniforms in global scope. Should be sent as a vec2
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// vec2 tile_size
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// Tile texture coordinates range [0..1] over the tile 'rectangle'
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vec2 tile_coord = gl_TexCoord[0].st;
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// Test phase: Constants and toggles for transitions between landlcasses are defined at
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// the top of this file.
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// Look up the landclass id [0 .. 255] for this particular fragment
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// and any neighbouring landclass that is close.
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// Each tile has 1 texture containing landclass ids stetched over it.
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// Landclass for current fragment, and up-to 4 neighboring landclasses - 2 used currently
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int lc;
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ivec4 lc_n;
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int num_unique_neighbors = 0;
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// Mix factor of base textures for 2 neighbour landclass(es)
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vec4 mfact;
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// Partial derivatives of s and t of ground texture coords for this fragment,
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// with respect to window (screen space) x and y axes.
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// Used to pick mipmap LoD levels, and turn off unneeded procedural detail
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// dFdx and dFdy are packed in a vec4 so multiplying everything
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// to scale takes 1 instruction slot.
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vec4 dxdy_gc = vec4(dFdx(ground_tex_coord) , dFdy(ground_tex_coord));
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get_landclass_id(tile_coord, dxdy_gc, lc, lc_n, num_unique_neighbors, mfact);
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get_material(lc, ground_tex_coord, dxdy_gc, mat_shininess, mat_ambient, mat_diffuse, mat_specular, dxdy, st);
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if (fg_photoScenery) {
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texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
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} 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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}
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vec4 color = gl_Color * mat_ambient;
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color.a = 1.0;
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// Testing code: mix with green to show values of variables at each point
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//vec4 green = vec4(0.0, 0.5, 0.0, 0.0);
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//texel = mix(texel, green, (mfact[2]));
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//mix_texel = texel;
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//detail_texel = texel;
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vec4 t = texel;
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int flag = 1;
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int mix_flag = 1;
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float local_autumn_factor = texel.a;
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if (fg_photoScenery) {
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flag = 0;
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mix_flag = 0;
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}
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float distortion_factor = 1.0;
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vec2 stprime;
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float noise_term;
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float snow_alpha;
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//float view_angle = abs(dot(normal, normalize(ecViewdir)));
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if ((quality_level > 3)&&(relPos.z +500.0 > snowlevel)) {
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float sfactor;
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snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_500m + 0.1* (1.0 - noise_10m) );
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snow_texel.r = snow_texel.r * (0.9 + 0.05 * (noise_10m + noise_5m));
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snow_texel.g = snow_texel.g * (0.9 + 0.05 * (noise_10m + noise_5m));
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snow_texel.a = 1.0;
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noise_term = 0.1 * (noise_500m-0.5);
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sfactor = sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
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noise_term = noise_term + 0.2 * (noise_50m -0.5) * (1.0 - smoothstep(18000.0*sfactor, 40000.0*sfactor, dist) ) ;
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noise_term = noise_term + 0.3 * (noise_10m -0.5) * (1.0 - smoothstep(4000.0 * sfactor, 8000.0 * sfactor, dist) ) ;
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if (dist < 3000.0*sfactor) {
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noise_term = noise_term + 0.3 * (noise_5m -0.5) * (1.0 - smoothstep(1000.0 * sfactor, 3000.0 *sfactor, dist) );
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}
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snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(relPos.z -snowlevel) );
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}
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if ((tquality_level > 2) && (mix_flag == 1))
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{
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// Mix texture is material texture 15, which is mapped to the b channel of fg_textureLookup1
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//int tex2 = int(fg_textureLookup1[lc].b * 255.0 + 0.5);
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//mix_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
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if (mix_texel.a < 0.1) { mix_flag = 0;}
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//WS2: mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3); // temp
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mix_texel = lookup_ground_texture_array(4, st * 1.3, lc, dxdy * 1.3);
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if (mix_texel.a <0.1) {mix_flag = 0;}
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}
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if (tquality_level > 3 && (flag == 1))
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{
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stprime = vec2 (0.86*gl_TexCoord[0].s + 0.5*gl_TexCoord[0].t, 0.5*gl_TexCoord[0].s - 0.86*gl_TexCoord[0].t);
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//distortion_factor = 0.9375 + (1.0 * nvL[2]);
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distortion_factor = 0.97 + 0.06 * noise_500m;
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stprime = stprime * distortion_factor * 15.0;
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if (quality_level > 4)
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{
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stprime = stprime + normalize(relPos).xy * 0.02 * (noise_10m + 0.5 * noise_5m - 0.75);
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}
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// Detail texture is material texture 11, which is mapped to the g channel of fg_textureLookup1
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//int tex3 = int(fg_textureLookup1[lc].g * 255.0 + 0.5);
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//detail_texel = texture(textureArray, vec3(stprime, tex3));
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if (detail_texel.a < 0.1) { flag = 0;}
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//WS2: detail_texel = texture2D(detail_texture, stprime); // temp
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vec4 dxdy_prime = vec4(dFdx(stprime), dFdy(stprime));
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detail_texel = lookup_ground_texture_array(5, stprime, lc, dxdy_prime);
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}
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// texture preparation according to detail level
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// mix in hires texture patches
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float dist_fact;
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float nSum;
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float mix_factor;
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float transition_model = fg_materialParams1[lc].r;
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float hires_overlay_bias = fg_materialParams1[lc].g;
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if (tquality_level > 2) {
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// first the second texture overlay
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// transition model 0: random patch overlay without any gradient information
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// transition model 1: only gradient-driven transitions, no randomness
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if (mix_flag == 1) {
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// Random patch overlay weighting with noise
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nSum = 0.18 * (2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
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// Increase the weighting for the mix_texel if more gradient-driven.
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nSum = mix(nSum, 0.5, max(0.0, 2.0 * (transition_model - 0.5)));
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// Add the gradient element
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nSum = nSum + 0.4 * (1.0 -smoothstep(0.9,0.95, abs(steepness)+ 0.05 * (noise_50m - 0.5))) * min(1.0, 2.0 * transition_model);
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mix_factor = smoothstep(0.5, 0.54, nSum);
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texel = mix(texel, mix_texel, mix_factor);
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local_autumn_factor = texel.a;
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}
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}
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if (tquality_level > 3) {
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// then the detail texture overlay
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if (dist < 40000.0)
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{
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if (flag == 1) {
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//noise_50m = Noise2D(rawPos.xy, 50.0);
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//noise_250m = Noise2D(rawPos.xy, 250.0);
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dist_fact = 0.1 * smoothstep(15000.0,40000.0, dist) - 0.03 * (1.0 - smoothstep(500.0,5000.0, dist));
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nSum = ((1.0 -noise_2000m) + noise_1500m + 2.0 * noise_250m +noise_50m)/5.0;
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nSum = nSum - 0.08 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
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mix_factor = smoothstep(0.47, 0.54, nSum +hires_overlay_bias - dist_fact);
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if (mix_factor > 0.8) {mix_factor = 0.8;}
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texel = mix(texel, detail_texel,mix_factor);
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local_autumn_factor = texel.a;
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}
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}
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}
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// autumn colors
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float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ;
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texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r);
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texel.g = texel.g;
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texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b);
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if (local_autumn_factor < 1.0)
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{
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intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
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texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
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}
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const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
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const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);;
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//float snow_alpha;
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if (quality_level > 3)
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{
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// mix vegetation
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texel = mix(texel, lichen_color, 0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m)) );
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// mix dust
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texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
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// mix snow
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if (relPos.z +500.0 > snowlevel)
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{
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snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
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//texel = mix(texel, snow_texel, texel_snow_fraction);
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texel = mix(texel, snow_texel, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
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}
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}
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else if (relPos.z +500.0 > snowlevel)
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{
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float snow_alpha = 0.5+0.5* smoothstep(0.2,0.8, 0.3 + snow_thickness_factor +0.0001*(relPos.z -snowlevel) );
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// texel = vec4(dot(vec3(0.2989, 0.5870, 0.1140), texel.rgb));
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texel = mix(texel, vec4(1.0), snow_alpha* smoothstep(snowlevel, snowlevel+200.0, (relPos.z)));
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}
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// get distribution of water when terrain is wet
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float water_threshold1;
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float water_threshold2;
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float water_factor =0.0;
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if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
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{
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water_threshold1 = 1.0-0.5* wetness;
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water_threshold2 = 1.0 - 0.3 * wetness;
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water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
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}
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// darken wet terrain
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texel.rgb = texel.rgb * (1.0 - 0.6 * wetness);
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// light computations
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vec4 light_specular = gl_LightSource[0].specular;
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// If gl_Color.a == 0, this is a back-facing polygon and the
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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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if ((tquality_level > 3) && (mix_flag ==1)&& (dist < 2000.0) && (quality_level > 4))
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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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NdotL = NdotL + 1.0 * (noisegrad_10m + 0.5* noisegrad_5m) * mix_factor/0.8 * (1.0 - smoothstep(1000.0, 2000.0, dist));
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}
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if (NdotL > 0.0) {
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float shadowmap = getShadowing();
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vec4 diffuse_term = light_diffuse_comp * mat_diffuse;
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color += diffuse_term * NdotL * shadowmap;
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NdotHV = max(dot(n, halfVector), 0.0);
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if (mat_shininess > 0.0)
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specular.rgb = (mat_specular.rgb
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* light_specular.rgb
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* pow(NdotHV, mat_shininess)
|
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* shadowmap);
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}
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color.a = 1.0;//diffuse_term.a;
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// This shouldn't be necessary, but our lighting becomes very
|
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// saturated. Clamping the color before modulating by the texture
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|
// is closer to what the OpenGL fixed function pipeline does.
|
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color = clamp(color, 0.0, 1.0);
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fragColor = color * texel + specular;
|
|
fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, texel.rgb);
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float lightArg = (terminator-yprime_alt)/100000.0;
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vec3 hazeColor = get_hazeColor(lightArg);
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gl_FragColor = applyHaze(fragColor, hazeColor, vec3(0.0), ct, hazeLayerAltitude, visibility, avisibility, dist, lightArg, mie_angle);
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// Testing phase controls:
|
|
if (remove_haze_and_lighting == 1)
|
|
{
|
|
gl_FragColor = texel;
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|
}
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}
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