4784a929d7
Replace random buildings with one using proper instancing. Also implement more control over rendering of random buildings. see README.scenery for details.
281 lines
9.6 KiB
GLSL
281 lines
9.6 KiB
GLSL
// -*-C++-*-
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#version 120
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#extension GL_EXT_draw_instanced : enable
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// Shader that uses OpenGL state values to do per-pixel lighting
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//
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// The only light used is gl_LightSource[0], which is assumed to be
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// directional.
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//
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// Diffuse colors come from the gl_Color, ambient from the material. This is
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// equivalent to osg::Material::DIFFUSE.
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// Haze part added by Thorsten Renk, Oct. 2011
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#define MODE_OFF 0
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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attribute vec3 instancePosition; // (x,y,z)
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attribute vec3 instanceScaleRotate; // (width, depth, height)
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attribute vec3 rotPitchTex0x; // (rotation, pitch height, texture x offset)
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attribute vec3 tex0yTex1xTex1y; // (texture y offset, texture x gain, texture y gain)
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// The constant term of the lighting equation that doesn't depend on
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// the surface normal is passed in gl_{Front,Back}Color. The alpha
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// component is set to 1 for front, 0 for back in order to work around
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// bugs with gl_FrontFacing in the fragment shader.
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 relPos;
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//varying float earthShade;
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//varying float yprime;
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//varying float vertex_alt;
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varying float yprime_alt;
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varying float mie_angle;
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uniform int colorMode;
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uniform float hazeLayerAltitude;
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uniform float terminator;
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uniform float terrain_alt;
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uniform float avisibility;
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uniform float visibility;
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uniform float overcast;
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//uniform float scattering;
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uniform float ground_scattering;
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uniform bool use_IR_vision;
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// This is the value used in the skydome scattering shader - use the same here for consistency?
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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float earthShade;
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//float mie_angle;
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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//x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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void main()
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{
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vec4 light_diffuse;
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vec4 light_ambient;
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float yprime;
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float lightArg;
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float intensity;
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float vertex_alt;
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float scattering;
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// Determine the rotation for the building.
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float sr = sin(6.28 * rotPitchTex0x.x);
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float cr = cos(6.28 * rotPitchTex0x.x);
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// Adjust pitch of roof to the correct height.
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// The top roof vertices are the only ones that have fractional z values (1.5),
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// so we can use this to identify them and scale up any pitched roof vertex to
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// the correct pitch (rotPitchTex0x.y * 2.0 because of the fractional z value),
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// then scale down by the building height (instanceScaleRotate.z) because
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// immediately afterwards we will scale UP the vertex to the correct scale.
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vec3 position = gl_Vertex.xyz;
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position.z = position.z + fract(position.z) * 2.0 * rotPitchTex0x.y / instanceScaleRotate.z - fract(position.z);
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position = position * instanceScaleRotate.xyz;
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// Rotation of the building and movement into position
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position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
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position = position + instancePosition.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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// Texture coordinates are stored as tex0 and tex1 across two attributes.
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// tex0 contains the bottom leftmost point, and tex1 contains (w,h).
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gl_TexCoord[0].x = sign(gl_MultiTexCoord0.x) * rotPitchTex0x.z + gl_MultiTexCoord0.x * tex0yTex1xTex1y.y;
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gl_TexCoord[0].y = tex0yTex1xTex1y.x + gl_MultiTexCoord0.y * tex0yTex1xTex1y.z;
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// Rotate the normal.
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normal = gl_Normal;
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// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
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// If the roof is flat, then we need to change it to (0,0,1).
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// First term evaluates for normals without a +z component (all except roof)
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// Second term evaluates for roof normals with a pitch
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// Third term evaluates for flat roofs
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normal = step(0.5, 1.0 - normal.z) * normal + step(0.5, normal.z) * clamp(rotPitchTex0x.y, 0.0, 1.0) * normal + step(0.5, normal.z) * (1.0 - clamp(rotPitchTex0x.y, 0.0, 1.0)) * vec3(0,0,1);
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// Rotate the normal as per the building.
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normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
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normal = gl_NormalMatrix * normal;
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vec4 ambient_color, diffuse_color;
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if (colorMode == MODE_DIFFUSE) {
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diffuse_color = vec4(1.0,1.0,1.0,1.0);
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ambient_color = gl_FrontMaterial.ambient;
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} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
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diffuse_color = vec4(1.0,1.0,1.0,1.0);
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ambient_color = vec4(1.0,1.0,1.0,1.0);
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} else {
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diffuse_color = gl_FrontMaterial.diffuse;
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ambient_color = gl_FrontMaterial.ambient;
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}
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// here start computations for the haze layer
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// we need several geometrical quantities
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// first current altitude of eye position in model space
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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// and relative position to vector
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relPos = gl_Vertex.xyz + gl_Color.xyz - ep.xyz;
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// unfortunately, we need the distance in the vertex shader, although the more accurate version
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// is later computed in the fragment shader again
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float dist = length(relPos);
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// altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
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vertex_alt = max(gl_Vertex.z + gl_Color.z,100.0);
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scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
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// branch dependent on daytime
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if (terminator < 1000000.0) // the full, sunrise and sunset computation
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{
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// establish coordinates relative to sun position
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vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
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vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
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// yprime is the distance of the vertex into sun direction
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yprime = -dot(relPos, lightHorizon);
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// this gets an altitude correction, higher terrain gets to see the sun earlier
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yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
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// two times terminator width governs how quickly light fades into shadow
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// now the light-dimming factor
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earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
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// parametrized version of the Flightgear ground lighting function
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lightArg = (terminator-yprime_alt)/100000.0;
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// directional scattering for low sun
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if (lightArg < 10.0)
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{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
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else
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{mie_angle = 1.0;}
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light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
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light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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light_diffuse.a = 1.0;
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light_diffuse = light_diffuse * scattering;
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light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
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light_ambient.g = light_ambient.r * 0.4/0.33;
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light_ambient.b = light_ambient.r * 0.5/0.33;
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light_ambient.a = 1.0;
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// correct ambient light intensity and hue before sunrise
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if (earthShade < 0.5)
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{
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//light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
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intensity = length(light_ambient.rgb);
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light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
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intensity = length(light_diffuse.rgb);
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
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}
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// the haze gets the light at the altitude of the haze top if the vertex in view is below
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// but the light at the vertex if the vertex is above
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vertex_alt = max(vertex_alt,hazeLayerAltitude);
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if (vertex_alt > hazeLayerAltitude)
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{
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if (dist > 0.8 * avisibility)
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{
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vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
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yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
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}
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}
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else
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{
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vertex_alt = hazeLayerAltitude;
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yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
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}
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}
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else // the faster, full-day version without lightfields
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{
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//vertex_alt = max(gl_Vertex.z,100.0);
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earthShade = 1.0;
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mie_angle = 1.0;
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if (terminator > 3000000.0)
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{light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0);
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light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); }
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else
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{
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lightArg = (terminator/100000.0 - 10.0)/20.0;
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light_diffuse.b = 0.78 + lightArg * 0.21;
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light_diffuse.g = 0.907 + lightArg * 0.091;
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light_diffuse.r = 0.904 + lightArg * 0.092;
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light_diffuse.a = 1.0;
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light_ambient.r = 0.316 + lightArg * 0.016;
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light_ambient.g = light_ambient.r * 0.4/0.33;
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light_ambient.b = light_ambient.r * 0.5/0.33;
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light_ambient.a = 1.0;
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}
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light_diffuse = light_diffuse * scattering;
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yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
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}
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if (use_IR_vision)
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{
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light_ambient.rgb = max(light_ambient.rgb, vec3 (0.5, 0.5, 0.5));
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}
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// default lighting based on texture and material using the light we have just computed
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diffuse_term = diffuse_color* light_diffuse;
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vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
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(gl_LightModel.ambient + light_ambient);
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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diffuse_term.a = gl_FrontMaterial.diffuse.a;
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else
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diffuse_term.a = 1.0;
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// Another hack for supporting two-sided lighting without using
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// gl_FrontFacing in the fragment shader.
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gl_FrontColor.rgb = constant_term.rgb;
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gl_BackColor.rgb = constant_term.rgb;
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//gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
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}
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