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fgdata/Shaders/building-ALS.vert
Stuart Buchanan 564e7b31fd Shader buildings multiple roof types
Shader buildings now support different roof types
- flat
- gabled
- hipped
- pyramidal

Primarily for osm2city use.
2019-10-08 21:39:40 +01:00

283 lines
9.7 KiB
GLSL

// -*-C++-*-
#version 120
#extension GL_EXT_draw_instanced : enable
// Shader that uses OpenGL state values to do per-pixel lighting
//
// The only light used is gl_LightSource[0], which is assumed to be
// directional.
//
// Diffuse colors come from the gl_Color, ambient from the material. This is
// equivalent to osg::Material::DIFFUSE.
// Haze part added by Thorsten Renk, Oct. 2011
#define MODE_OFF 0
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
attribute vec3 instancePosition; // (x,y,z)
attribute vec3 instanceScaleRotate; // (width, depth, height)
attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset)
attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain)
attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
// The constant term of the lighting equation that doesn't depend on
// the surface normal is passed in gl_{Front,Back}Color. The alpha
// component is set to 1 for front, 0 for back in order to work around
// bugs with gl_FrontFacing in the fragment shader.
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
//varying float earthShade;
//varying float yprime;
//varying float vertex_alt;
varying float yprime_alt;
varying float mie_angle;
uniform int colorMode;
uniform float hazeLayerAltitude;
uniform float terminator;
uniform float terrain_alt;
uniform float avisibility;
uniform float visibility;
uniform float overcast;
//uniform float scattering;
uniform float ground_scattering;
uniform bool use_IR_vision;
// This is the value used in the skydome scattering shader - use the same here for consistency?
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float earthShade;
//float mie_angle;
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
//x = x - 0.5;
// use the asymptotics to shorten computations
if (x < -15.0) {return 0.0;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
void main()
{
vec4 light_diffuse;
vec4 light_ambient;
float yprime;
float lightArg;
float intensity;
float vertex_alt;
float scattering;
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
// Determine the rotation for the building.
float sr = sin(6.28 * rotPitchWtex0x.x);
float cr = cos(6.28 * rotPitchWtex0x.x);
vec3 position = gl_Vertex.xyz;
// Adjust the very top of the roof to match the rooftop scaling. This shapes
// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5);
position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y);
// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
// Scale down by the building height (instanceScaleRotate.z) because
// immediately afterwards we will scale UP the vertex to the correct scale.
position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
position = position * instanceScaleRotate.xyz;
// Rotation of the building and movement into position
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
position = position + instancePosition.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
// Texture coordinates are stored as:
// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
// - a shared gain value (tex1x, tex1y)
//
// The vertex color value selects between them, with glColor.x=1 indicating walls
// and glColor.y=1 indicating roofs.
// Finally, the roof texture is on the left of the texture sheet
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*rotPitchWtex0x.z + gl_Color.y*rtex0xRtex0y.x),
gl_Color.x*wtex0yTex1xTex1y.x + gl_Color.y*rtex0xRtex0y.y);
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
// Rotate the normal.
normal = gl_Normal;
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
normal = gl_NormalMatrix * normal;
vec4 ambient_color, diffuse_color;
if (colorMode == MODE_DIFFUSE) {
diffuse_color = vec4(1.0,1.0,1.0,1.0);
ambient_color = gl_FrontMaterial.ambient;
} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
diffuse_color = vec4(1.0,1.0,1.0,1.0);
ambient_color = vec4(1.0,1.0,1.0,1.0);
} else {
diffuse_color = gl_FrontMaterial.diffuse;
ambient_color = gl_FrontMaterial.ambient;
}
// here start computations for the haze layer
// we need several geometrical quantities
// first current altitude of eye position in model space
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
// and relative position to vector
relPos = gl_Vertex.xyz + gl_Color.xyz - ep.xyz;
// unfortunately, we need the distance in the vertex shader, although the more accurate version
// is later computed in the fragment shader again
float dist = length(relPos);
// altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
vertex_alt = max(gl_Vertex.z + gl_Color.z,100.0);
scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
// branch dependent on daytime
if (terminator < 1000000.0) // the full, sunrise and sunset computation
{
// establish coordinates relative to sun position
vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
// yprime is the distance of the vertex into sun direction
yprime = -dot(relPos, lightHorizon);
// this gets an altitude correction, higher terrain gets to see the sun earlier
yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
// two times terminator width governs how quickly light fades into shadow
// now the light-dimming factor
earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
// parametrized version of the Flightgear ground lighting function
lightArg = (terminator-yprime_alt)/100000.0;
// directional scattering for low sun
if (lightArg < 10.0)
{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
else
{mie_angle = 1.0;}
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
light_diffuse.a = 1.0;
light_diffuse = light_diffuse * scattering;
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.5)
{
//light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
intensity = length(light_ambient.rgb);
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
intensity = length(light_diffuse.rgb);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
}
// the haze gets the light at the altitude of the haze top if the vertex in view is below
// but the light at the vertex if the vertex is above
vertex_alt = max(vertex_alt,hazeLayerAltitude);
if (vertex_alt > hazeLayerAltitude)
{
if (dist > 0.8 * avisibility)
{
vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
}
}
else
{
vertex_alt = hazeLayerAltitude;
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
}
}
else // the faster, full-day version without lightfields
{
//vertex_alt = max(gl_Vertex.z,100.0);
earthShade = 1.0;
mie_angle = 1.0;
if (terminator > 3000000.0)
{light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0);
light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); }
else
{
lightArg = (terminator/100000.0 - 10.0)/20.0;
light_diffuse.b = 0.78 + lightArg * 0.21;
light_diffuse.g = 0.907 + lightArg * 0.091;
light_diffuse.r = 0.904 + lightArg * 0.092;
light_diffuse.a = 1.0;
light_ambient.r = 0.316 + lightArg * 0.016;
light_ambient.g = light_ambient.r * 0.4/0.33;
light_ambient.b = light_ambient.r * 0.5/0.33;
light_ambient.a = 1.0;
}
light_diffuse = light_diffuse * scattering;
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
}
if (use_IR_vision)
{
light_ambient.rgb = max(light_ambient.rgb, vec3 (0.5, 0.5, 0.5));
}
// default lighting based on texture and material using the light we have just computed
diffuse_term = diffuse_color* light_diffuse;
vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
(gl_LightModel.ambient + light_ambient);
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (gl_FrontMaterial.diffuse.a < 1.0)
diffuse_term.a = gl_FrontMaterial.diffuse.a;
else
diffuse_term.a = 1.0;
// Another hack for supporting two-sided lighting without using
// gl_FrontFacing in the fragment shader.
gl_FrontColor.rgb = constant_term.rgb;
gl_BackColor.rgb = constant_term.rgb;
//gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
}