346 lines
11 KiB
C++
346 lines
11 KiB
C++
// -*-C++-*-
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#version 120
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// Atmospheric scattering shader for flightgear
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// Written by Lauri Peltonen (Zan)
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// Implementation of O'Neil's algorithm
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// Ground haze layer added by Thorsten Renk
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varying vec3 rayleigh;
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varying vec3 mie;
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varying vec3 eye;
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varying vec3 hazeColor;
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varying vec3 viewVector;
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varying float ct;
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varying float cphi;
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varying float delta_z;
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varying float alt;
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varying float earthShade;
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uniform float overcast;
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uniform float saturation;
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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 cloud_self_shading;
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uniform float horizon_roughness;
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uniform float ice_hex_col;
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uniform float ice_hex_sheet;
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uniform float parhelic;
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uniform float aurora_strength;
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uniform float aurora_hsize;
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uniform float aurora_vsize;
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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 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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const float EarthRadius = 5800000.0;
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float Noise2D(in vec2 coord, in float wavelength);
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float fog_backscatter(in float avisibility);
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vec3 searchlight();
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vec3 landing_light(in float offset, in float offsetv);
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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 > 30.0) {return e;}
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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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float miePhase(in float cosTheta, in float g)
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{
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float g2 = g*g;
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float a = 1.5 * (1.0 - g2);
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float b = (2.0 + g2);
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float c = 1.0 + cosTheta*cosTheta;
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float d = pow(1.0 + g2 - 2.0 * g * cosTheta, 0.6667);
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return (a*c) / (b*d);
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}
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float rayleighPhase(in float cosTheta)
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{
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//return 1.5 * (1.0 + cosTheta*cosTheta);
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return 1.5 * (2.0 + 0.5*cosTheta*cosTheta);
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}
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void main()
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{
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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float cosTheta = dot(normalize(eye), gl_LightSource[0].position.xyz);
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// some geometry
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vec3 nView = normalize(viewVector);
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vec3 lightFull = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz);
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float calpha = dot(lightFull, nView);
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float cbeta = dot ( normalize(lightFull.xy), normalize(nView.xy));
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float costheta = ct;
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// position of the horizon line
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float lAltitude = alt + delta_z;
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float radiusEye = EarthRadius + alt;
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float radiusLayer = EarthRadius + lAltitude;
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float cthorizon;
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float ctterrain;
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if (radiusEye > radiusLayer) cthorizon = -sqrt(radiusEye * radiusEye - radiusLayer * radiusLayer)/radiusEye;
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else cthorizon = sqrt(radiusLayer * radiusLayer - radiusEye * radiusEye)/radiusLayer;
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ctterrain = -sqrt(radiusEye * radiusEye - EarthRadius * EarthRadius)/radiusEye;
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vec3 color = rayleigh * rayleighPhase(cosTheta);
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color += mie * miePhase(cosTheta, -0.8);
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vec3 black = vec3(0.0,0.0,0.0);
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float ovc = overcast;
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float sat = 1.0 - ((1.0 - saturation) * 2.0);
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if (sat < 0.3) sat = 0.3;
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if (color.r > 0.58) color.r = 1.0 - exp(-1.5 * color.r);
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if (color.g > 0.58) color.g = 1.0 - exp(-1.5 * color.g);
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if (color.b > 0.58) color.b = 1.0 - exp(-1.5 * color.b);
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// Aurora Borealis / Australis
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vec3 direction = vec3 (1.0, 0.0, 0.0);
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float hArg = dot(nView, direction);
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float aurora_v = smoothstep(0.2 - 0.6 * aurora_vsize, 0.2, costheta) * (1.0- smoothstep(0.3, 0.3 + aurora_vsize, costheta));
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float aurora_h = smoothstep(1.0 - aurora_hsize, 1.0, hArg);
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float aurora_time = 0.01 * osg_SimulationTime;
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vec3 auroraBaseColor = vec3 (0.0, 0.2, 0.1);
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float aurora_visible_strength = 0.3 + 0.7 * Noise2D(vec2(costheta + aurora_time, 0.5 * nView.x + 0.3 * nView.y + aurora_time), 0.1) ;
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float aurora_fade_in = 1.0 - smoothstep(0.1, 0.2, length(color.rgb));
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color.rgb += auroraBaseColor * aurora_v * aurora_h * aurora_fade_in * aurora_visible_strength * aurora_strength;
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// fog computations for a ground haze layer, extending from zero to lAltitude
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float transmission;
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float vAltitude;
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float delta_zv;
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float vis = min(visibility, avisibility);
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if (delta_z > 0.0) // we're inside the layer
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{
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if (costheta>0.0 + ctterrain) // looking up, view ray intersecting upper layer edge
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{
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transmission = exp(-min((delta_z/max(costheta,0.1)),25000.0)/vis);
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//transmission = 1.0;
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vAltitude = min(vis * costheta, delta_z);
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delta_zv = delta_z - vAltitude;
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}
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else // looking down, view range intersecting terrain (which may not be drawn)
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{
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transmission = exp(alt/vis/costheta);
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vAltitude = min(-vis * costheta, alt);
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delta_zv = delta_z + vAltitude;
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}
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}
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else // we see the layer from above
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{
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if (costheta < 0.0 + cthorizon)
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{
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transmission = exp(-min(lAltitude/abs(costheta),25000.0)/vis);
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transmission = transmission * exp(-alt/avisibility/abs(costheta));
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transmission = 1.0 - (1.0 - transmission) * smoothstep(0+cthorizon, -0.02+cthorizon, costheta);
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vAltitude = min(lAltitude, -vis * costheta);
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delta_zv = vAltitude;
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}
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else
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{
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transmission = 1.0;
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delta_zv = 0.0;
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}
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}
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// combined intensity reduction by cloud shading and fog self-shading, corrected for Weber-Fechner perception law
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float eqColorFactor = 1.0 - 0.1 * delta_zv/vis - (1.0 - min(scattering,cloud_self_shading));
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// there's always residual intensity, we should never be driven to zero
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if (eqColorFactor < 0.2) eqColorFactor = 0.2;
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// postprocessing of haze color
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vec3 hColor = hazeColor;
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// high altitude desaturation
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float intensity = length(hColor);
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hColor = intensity * normalize (mix(hColor, intensity * vec3 (1.0,1.0,1.0), 0.7 * smoothstep(5000.0, 50000.0, alt)));
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hColor = clamp(hColor,0.0,1.0);
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// blue hue
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hColor.x = 0.83 * hColor.x;
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hColor.y = 0.9 * hColor.y;
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// further blueshift when in shadow, either cloud shadow, or self-shadow or Earth shadow, dependent on indirect
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// light
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float fade_out = max(0.65 - 0.3 *overcast, 0.45);
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intensity = length(hColor);
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vec3 oColor = hColor;
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oColor = intensity * normalize(mix(oColor, shadedFogColor, (smoothstep(0.1,1.0,ovc))));
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// ice crystal halo
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float sun_altitude = dot (lightFull, vec3 (0.0, 0.0, 1.0));
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float view_altitude = dot(nView, vec3 (0.0, 0.0, 1.0));
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//float halo_ring_enhancement = smoothstep (0.88, 0.927, calpha) * (1.0 - smoothstep(0.927, 0.98, calpha));
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float halo_ring_enhancement = smoothstep (0.88, 0.927, calpha) * (1.0 - smoothstep(0.927, 0.94, calpha));
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halo_ring_enhancement *= halo_ring_enhancement;
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// parhelic circle
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float parhelic_circle_enhancement = 0.3 * smoothstep (sun_altitude-0.01, sun_altitude, view_altitude) * (1.0 - smoothstep(sun_altitude, sun_altitude+ 0.01, view_altitude));
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parhelic_circle_enhancement += 0.8 * smoothstep (sun_altitude-0.08, sun_altitude, view_altitude) * (1.0 - smoothstep(sun_altitude, sun_altitude+ 0.08, view_altitude));
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parhelic_circle_enhancement *= parhelic * (0.2 + 0.8 * smoothstep(0.5, 1.0, cbeta));
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// sundogs
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float side_sun_enhancement = smoothstep (sun_altitude-0.03, sun_altitude, view_altitude) * (1.0 - smoothstep(sun_altitude, sun_altitude+ 0.03, view_altitude));
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side_sun_enhancement *= halo_ring_enhancement * halo_ring_enhancement * ice_hex_sheet;
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// pillar
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float pillar_enhancement = smoothstep (sun_altitude-0.1, sun_altitude, view_altitude) * (1.0 - smoothstep(sun_altitude, sun_altitude+ 0.22, view_altitude));
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float beta_thickness = 0.6 * smoothstep(0.999, 1.0, cbeta);
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beta_thickness += 0.8 * smoothstep(0.99998, 1.0, cbeta);
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pillar_enhancement *= beta_thickness * beta_thickness * smoothstep(0.99, 1.0, calpha) * ice_hex_col;
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float scattering_enhancements = 0.25 * halo_ring_enhancement * ovc;
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scattering_enhancements += side_sun_enhancement *0.4 * (1.0 - smoothstep(0.6, 0.95, transmission));
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scattering_enhancements += pillar_enhancement *0.25 * (1.0 - smoothstep(0.7, 1.0, transmission));
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scattering_enhancements += parhelic_circle_enhancement * 0.2 * (1.0 - smoothstep(0.7, 1.0, transmission));
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color.rgb += vec3(1.0, 1.0, 1.0) * (5.0-4.0* earthShade) * scattering_enhancements * hazeColor;
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oColor = clamp(oColor,0.0,1.0);
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color = ovc * mix(color, oColor * earthShade ,smoothstep(-0.1+ctterrain, 0.0+ctterrain, ct)) + (1.0-ovc) * color;
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hColor = intensity * normalize(mix(hColor, 1.5 * shadedFogColor, 1.0 -smoothstep(0.25, fade_out,earthShade) ));
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hColor = intensity * normalize(mix(hColor, shadedFogColor, (1.0 - smoothstep(0.5,0.9,eqColorFactor))));
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hColor = hColor * earthShade;
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// accounting for overcast and saturation
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color = sat * color + (1.0 - sat) * mix(color, black, smoothstep(0.4+cthorizon,0.2+cthorizon,ct));
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// the terrain below the horizon gets drawn in one optical thickness
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vec3 terrainHazeColor = eqColorFactor * hColor;
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// determine a visibility-dependent angle for how smoothly the haze blends over the skydome
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float hazeBlendAngle = max(0.01,1000.0/avisibility + 0.3 * (1.0 - smoothstep(5000.0, 30000.0, avisibility)));
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float altFactor = smoothstep(-300.0, 0.0, delta_z);
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float altFactor2 = 0.2 + 0.8 * smoothstep(-3000.0, 0.0, delta_z);
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hazeBlendAngle = hazeBlendAngle + 0.1 * altFactor;
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hazeBlendAngle = hazeBlendAngle + (1.0-horizon_roughness) * altFactor2 * 0.1 * Noise2D(vec2(0.0,cphi), 0.3);
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terrainHazeColor = clamp(terrainHazeColor,0.0,1.0);
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// don't let the light fade out too rapidly
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float lightArg = (terminator + 200000.0)/100000.0;
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float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
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vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
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// this is for the bare Rayleigh and Mie sky, highly altitude dependent
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color.rgb = max(color.rgb, minLight.rgb * (1.0- min(alt/100000.0,1.0)) * (1.0 - costheta));
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// this is for the terrain drawn
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terrainHazeColor = max(terrainHazeColor.rgb, minLight.rgb);
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color = mix(color, terrainHazeColor ,smoothstep(hazeBlendAngle + ctterrain, 0.0+ctterrain, ct));
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// add the brightening of fog by lights
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vec3 secondary_light = vec3 (0.0,0.0,0.0);
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if (use_searchlight == 1)
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{
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secondary_light.rgb += searchlight();
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}
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if (use_landing_light == 1)
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{
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secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
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}
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if (use_alt_landing_light == 1)
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{
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secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
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}
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// mix fog the skydome with the right amount of haze
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hColor *= eqColorFactor;
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hColor = max(hColor.rgb, minLight.rgb);
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hColor = clamp(hColor,0.0,1.0);
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color = mix(hColor+secondary_light * fog_backscatter(avisibility),color, transmission);
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gl_FragColor = vec4(color, 1.0);
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gl_FragDepth = 0.1;
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//gl_FragColor.rgb *= aurora_v * aurora_h;
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//float test = dot (normalize(relVector), vec3 (0.0, 0.0, 1.0));
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//gl_FragColor = vec4(test, test, test, 1.0);
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}
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