1
0
Fork 0
fgdata/Shaders/HDR/cloud_static_common.vert
Fernando García Liñán 1e66c4104a HDR: Improved environment mapping
- Terrain and clouds and now rendered on the envmap, with correct aerial
  perspective.
- Each face is rendered on a separate frame to help with performance.
- All faces are updated every 1.5 minutes. This can be changed through a
  property.
2023-05-03 02:03:10 +02:00

67 lines
2.2 KiB
GLSL

#version 330 core
layout(location = 0) in vec4 pos;
layout(location = 2) in vec4 vertex_color;
layout(location = 3) in vec4 multitexcoord0;
out vec2 texcoord;
out vec4 cloud_color;
uniform mat4 osg_ModelViewMatrix;
uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat4 osg_ViewMatrixInverse;
uniform vec3 fg_SunDirectionWorld;
const float shade = 0.8;
const float cloud_height = 1000.0;
// sun.glsl
vec3 get_sun_radiance(vec3 p);
void cloud_static_common_vert(out vec4 vs_pos, out vec4 ws_pos)
{
texcoord = multitexcoord0.st;
// XXX: Should be sent as an uniform
mat4 inverseModelViewMatrix = inverse(osg_ModelViewMatrix);
vec4 ep = inverseModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0);
vec4 l = inverseModelViewMatrix * vec4(0.0, 0.0, 1.0, 1.0);
vec3 u = normalize(ep.xyz - l.xyz);
vec4 final_pos = vec4(0.0, 0.0, 0.0, 1.0);
final_pos.x = pos.x;
final_pos.y = pos.y;
final_pos.z = pos.z;
final_pos.xyz += vertex_color.xyz;
gl_Position = osg_ModelViewProjectionMatrix * final_pos;
// Determine a lighting normal based on the vertex position from the
// center of the cloud, so that sprite on the opposite side of the cloud
// to the sun are darker.
vec3 n = normalize(vec3(osg_ViewMatrixInverse *
osg_ModelViewMatrix * vec4(-final_pos.xyz, 0.0)));
float NdotL = dot(-fg_SunDirectionWorld, n);
vs_pos = osg_ModelViewMatrix * final_pos;
ws_pos = osg_ViewMatrixInverse * vs_pos;
float fogCoord = abs(vs_pos.z);
float fract = smoothstep(0.0, cloud_height, final_pos.z + cloud_height);
vec3 sun_radiance = get_sun_radiance(ws_pos.xyz);
// Determine the shading of the sprite based on its vertical position and
// position relative to the sun.
NdotL = min(smoothstep(-0.5, 0.0, NdotL), fract);
// Determine the shading based on a mixture from the backlight to the front
vec3 backlight = shade * sun_radiance;
cloud_color.rgb = mix(backlight, sun_radiance, NdotL);
// As we get within 100m of the sprite, it is faded out. Equally at large
// distances it also fades out.
cloud_color.a = min(smoothstep(100.0, 250.0, fogCoord),
1.0 - smoothstep(70000.0, 75000.0, fogCoord));
}