194 lines
5.9 KiB
C++
194 lines
5.9 KiB
C++
// -*-C++-*-
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// Ambient term comes in gl_Color.rgb.
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#version 120
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 ecViewDir;
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varying vec3 VTangent;
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uniform float visibility;
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uniform float air_pollution;
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uniform float moonlight;
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uniform float sun_angle;
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uniform bool use_clouds;
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uniform bool use_cloud_shadows;
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uniform bool use_overlay;
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uniform sampler2D texture;
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uniform sampler2D shadowtex;
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uniform sampler2D grain_texture;
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uniform sampler2D normal_texture;
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float Noise2D(in vec2 coord, in float wavelength);
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vec3 filter_combined (in vec3 color) ;
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vec3 moonlight_perception (in vec3 light);
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void main()
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{
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vec3 n;
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float NdotL, NdotHV;
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vec4 color = gl_Color;
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vec3 lightDir = normalize(gl_LightSource[0].position.xyz);
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vec3 halfVector = normalize(lightDir + normalize(ecViewDir));
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vec4 texel;
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vec4 shadowTexel;
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vec4 grainTexel;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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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 = normalize(n);
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float parallaxFactor = max(1.0 - dot(normalize(ecViewDir), n),0.0);
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vec3 VBinormal;
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VBinormal = normalize(cross(normal, VTangent));
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float xOffset1 = -1.0 * dot(ecViewDir, normalize(VTangent));
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float yOffset1 = -1.0 * dot(ecViewDir, VBinormal);
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vec2 grad_dir = normalize (vec2 (xOffset1, yOffset1));
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vec4 nmap = texture2D(normal_texture, gl_TexCoord[0].st);
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float hmap = 1.0 - nmap.a;
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nmap = texture2D(normal_texture, gl_TexCoord[0].st - 0.0005 * grad_dir * hmap * 2.0 * parallaxFactor);
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// nmap.rgb should not be normalized, it adversely modifies N = 2 nmap - 1
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// nmap.rgb = normalize(nmap.rgb);
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//if (nmap.b < 0.0) {nmap.b = -nmap.b;}
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vec3 N = nmap.rgb * 2.0 - 1.0;
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N = normalize(N.x * normalize(VTangent) * 0.6 + N.y * VBinormal * 0.6 + N.z * n);
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float xOffset = -0.005 * dot(lightDir, normalize(VTangent));
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float yOffset = -0.005 * dot(lightDir, VBinormal);
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if ((use_cloud_shadows)&&(use_clouds))
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{shadowTexel = texture2D(shadowtex, vec2(gl_TexCoord[0].s-xOffset, gl_TexCoord[0].t-yOffset));}
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else
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{shadowTexel = vec4 (0.0,0.0,0.0,0.0);}
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texel = texture2D(texture, gl_TexCoord[0].st - 0.0005 * grad_dir * hmap * 2.0 * parallaxFactor);
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float night_light = (1.0 -texel.a);
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texel.a = 1.0;
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grainTexel = texture2D(grain_texture, gl_TexCoord[0].st * 40.0);
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float noise = Noise2D( gl_TexCoord[0].st, 0.00005);
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noise += Noise2D( gl_TexCoord[0].st, 0.0002);
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noise += Noise2D( gl_TexCoord[0].st, 0.0001);
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noise= noise/3.0;
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vec3 light_specular = vec3 (1.0, 1.0, 1.0);
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NdotL = dot(N, lightDir);
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float NdotLraw = NdotL;
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// due to atmosphere scattering, we should make this harder
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NdotL = smoothstep(-0.2 ,0.2,NdotL);
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// fog does not feel normal map
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float NdotLfog = smoothstep(-0.2 , 0.2, dot(n, lightDir));
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float intensity = length(diffuse_term);
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vec4 dawn = intensity * normalize (vec4 (1.0,0.5,0.3,1.0));
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vec4 diff_term = mix(dawn, diffuse_term, smoothstep(0.0, 0.3, NdotL));
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intensity = length(light_specular);
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light_specular = mix(dawn.rgb, light_specular, smoothstep(0.0, 0.4, NdotL));
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float oceanness = smoothstep(0.0, 0.1,length(texel.rgb - vec3 (0.007,0.019, 0.078)));
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float specular_enhancement = 4.0 * (1.0 - oceanness);
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if (use_overlay) {
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//texel.rgb = mix(texel.rgb, grainTexel.rgb, 0.4* grainTexel.a * oceanness);
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texel.rgb = texel.rgb * (0.85 + 0.3 * noise);
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texel.r = smoothstep(0.0, 0.95, texel.r);
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texel.g = smoothstep(0.0, 0.95, texel.g);
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texel.b = smoothstep(0.0, 0.95, texel.b);
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float intensity = length(texel.rgb);
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texel.rgb = mix(texel.rgb, intensity * vec3 (1.0,1.0,1.0), 0.3);
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}
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//texel.rgb = vec3 (0.5,0.5,0.5);
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// strictly positive produces visible hard cut
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if (NdotL >= 0.0) {
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color += diff_term * NdotL * (1.0-shadowTexel.a);
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb * specular_enhancement
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* light_specular * (1.0-shadowTexel.a)
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
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moonLightColor = moonlight_perception (moonLightColor);
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color.rgb += moonLightColor;
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color.a = 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;
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float night_light_factor = night_light * (1.0 - smoothstep(-0.3, 0.0, NdotLraw));
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float noise_factor = (0.4 + 0.6* smoothstep(0.7 - 0.4* night_light,0.9 - 0.4 * night_light,noise));
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night_light_factor *= noise_factor;
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vec3 light_color = vec3(1.0, 0.7, 0.3);
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vec3 central_light_color = vec3 (1.0, 1.0, 1.0);
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light_color = mix(light_color, central_light_color, smoothstep(0.3, 0.6,noise*noise * night_light));
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fragColor.rgb += light_color * night_light_factor * 1.4;
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float angle = dot(normalize(ecViewDir), normalize(normal));
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float distance_through_atmosphere = min(10.0 / (abs(angle)+0.001),500.0);
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float fogLighting = clamp(NdotLfog,0.0,1.0) * length(diff_term.rgb/1.73);
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vec4 fogColor = vec4 (0.83,0.9,1.0,1.0) * fogLighting;
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vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * fogLighting;
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float heightFactor = exp(-hmap * 0.8);
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distance_through_atmosphere *= heightFactor;
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float fogFactor = exp(-distance_through_atmosphere/(visibility/1000.0));
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float rayleighFactor = exp(-distance_through_atmosphere/(300.0 / (1.0 + 4.0 * air_pollution)) );
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fragColor.rgb = mix(rayleighColor, fragColor.rgb, rayleighFactor);
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fragColor = mix(fogColor, fragColor, fogFactor);
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fragColor.rgb = filter_combined(fragColor.rgb);
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gl_FragColor = clamp(fragColor, 0.0, 1.0);
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}
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