186 lines
4.4 KiB
C++
186 lines
4.4 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 shade_effect;
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uniform float sun_angle;
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uniform float air_pollution;
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uniform float moonlight;
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uniform float roi_x1;
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uniform float roi_y1;
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uniform float lightning;
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uniform float cloudcover_bias;
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uniform bool use_overlay;
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uniform bool use_cloud_normals;
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uniform sampler2D texture;
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uniform sampler2D structure_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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float add_cosines (in float cos1, in float cos2, in float sign)
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{
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float sin1 = sqrt(1.0 - pow(cos1, 2.0));
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float sin2 = sqrt(1.0 - pow(cos2, 2.0));
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return cos1 * cos2 + sign * sin1 * sin2;
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}
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vec3 lightning_color (in vec2 coord)
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{
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vec2 roi1 = vec2 (roi_x1, roi_y1);
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float strength = 1.0 - smoothstep(0.0, 0.005, length(roi1 - coord));
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return strength * vec3 (0.43, 0.57, 1.0);
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}
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void main()
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{
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vec3 n;
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float NdotL, NdotHV, NdotLraw;
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vec4 color = gl_Color;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewDir));
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vec4 texel;
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vec4 ref_texel;
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vec4 structureTexel;
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vec4 fragColor;
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vec4 specular = vec4(0.0, 0.0, 0.0, 0.0);
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n = normalize(normal);
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vec3 light_specular = vec3 (1.0, 1.0, 1.0);
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NdotL = dot(n, normalize(lightDir));
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NdotLraw = NdotL;
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NdotL = smoothstep(-0.2,0.2,NdotL);
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float intensity = length(diffuse_term.rgb);
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vec3 dawn_color = mix (vec3 (1.0,0.7,0.4), vec3 (1.0,0.4,0.2), air_pollution);
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vec3 dawn = intensity * 1.2 * normalize (dawn_color);
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vec4 diff_term = mix(vec4(dawn, 1.0), diffuse_term, smoothstep(0.0, 0.45, NdotL));
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vec2 grad_dir = vec2 (1.0, 0.0);
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vec3 tangent = normalize(VTangent);
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vec3 binormal = cross(n, tangent);
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float NdotL2 = 1.0;
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texel = texture2D(texture, gl_TexCoord[0].st);
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ref_texel = texel;
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float sign = -1.0;
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float ml_fact = 1.0;
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if (use_cloud_normals)
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{
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vec2 sun2d = vec2 (0.0, 1.0);
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float xOffset = -1.0 * dot(normalize(lightDir), tangent);
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float yOffset = -1.0 * dot(normalize(lightDir), binormal);
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grad_dir = normalize (vec2 (xOffset, yOffset));
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vec4 comp_texel = texture2D(texture, gl_TexCoord[0].st - 0.0005 * grad_dir);
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// parallax mapping
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xOffset = -1.0 * dot(ecViewDir, tangent);
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yOffset = -1.0 * dot(ecViewDir, binormal);
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grad_dir = normalize (vec2 (xOffset, yOffset));
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texel = texture2D(texture, gl_TexCoord[0].st - 0.0005 * grad_dir * ref_texel.a * 0.7);
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// relief shading based on gradient and parallax lookup
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float slope = shade_effect * (comp_texel.a - ref_texel.a) * texel.a;
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if (slope < 0.0) {sign = 1.0;}
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vec2 snormal = normalize(vec2 (slope, 1.0));
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NdotL2 = dot (snormal, sun2d);
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NdotL = add_cosines(NdotL, NdotL2, sign );
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ml_fact = 0.5 + 1.0 * add_cosines(0.0, NdotL2, sign);
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}
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ref_texel = texel;
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texel.a = pow(texel.a,1.0/cloudcover_bias);
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texel.a = clamp(texel.a, 0.0, 1.0);
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color += diff_term * max(NdotL, 0.15) ;
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color.rgb *= smoothstep(-0.2, -0.1, NdotLraw);
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//
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float darkness_fact = 1.0 - smoothstep(0.0,0.2, length(color.rgb));
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color.rgb += lightning_color(gl_TexCoord[0].st) * (1.0 - texel.a) * lightning * darkness_fact;
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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 * ml_fact;
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color.a = 1.0;//diffuse_term.a;
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color = clamp(color, 0.0, 1.0);
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structureTexel = texture2D(structure_texture, 20.0 * gl_TexCoord[0].st);
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float noise = Noise2D( gl_TexCoord[0].st, 0.01);
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noise += Noise2D( gl_TexCoord[0].st, 0.005);
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noise += Noise2D( gl_TexCoord[0].st, 0.002);
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vec4 noiseTexel = vec4 (1.0,1.0,1.0, 0.5* noise * texel.a);
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structureTexel = mix(structureTexel, noiseTexel,noiseTexel.a);
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structureTexel = mix(structureTexel, texel, clamp(1.5 * ref_texel.a * (cloudcover_bias - 1.0), 0.0, 1.0));
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if (use_overlay)
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{
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texel = vec4(structureTexel.rgb, smoothstep(0.0, 0.5,texel.a) * structureTexel.a);
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//texel.a = pow(texel.a,1.0/cloudcover_bias);
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}
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texel.a = clamp((1.0 + darkness_fact) * texel.a, 0.0, 1.0);
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fragColor = color * texel;
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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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