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fgdata/Shaders/HDR/cloud_static.vert

74 lines
2.5 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;
out vec4 ap_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;
// aerial_perspective.glsl
vec4 get_aerial_perspective(vec2 coord, float depth);
vec3 get_sun_radiance(vec3 p);
void main()
{
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);
vec4 final_view_pos = osg_ModelViewMatrix * final_pos;
vec4 final_world_pos = osg_ViewMatrixInverse * final_view_pos;
float fogCoord = abs(final_view_pos.z);
float fract = smoothstep(0.0, cloud_height, final_pos.z + cloud_height);
vec3 sun_radiance = get_sun_radiance(final_world_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);
// Perspective division and scale to [0, 1] to get the screen position
// of the vertex.
vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
ap_color = get_aerial_perspective(coord, length(final_view_pos));
// 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));
}