3261f4a97c
Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
1102 lines
39 KiB
C++
1102 lines
39 KiB
C++
// WS30 FRAGMENT SHADER
|
|
|
|
// -*-C++-*-
|
|
#version 130
|
|
#extension GL_EXT_texture_array : enable
|
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// TEST PHASE TOGGLES AND CONTROLS
|
|
//
|
|
|
|
// Development tools:
|
|
// Reduce haze to almost zero, while preserving lighting. Useful for observing distant tiles.
|
|
// Keeps the calculation overhead. This can be used for profiling.
|
|
// Possible values: 0:Normal, 1:Reduced haze.
|
|
const int reduce_haze_without_removing_calculation_overhead = 0;
|
|
|
|
// Remove haze and lighting and shows just the texture.
|
|
// Useful for checking texture rendering and scenery.
|
|
// The compiler will likely optimise out the haze and lighting calculations.
|
|
// Possible values: 0:Normal, 1:Just the texture.
|
|
const int remove_haze_and_lighting = 0;
|
|
|
|
// Randomise texture lookups for 5 non-base textures e.g. mix_texture, detaile_texture etc.
|
|
// Each landclass is assigned 5 random textures from the ground texture array.
|
|
// This simulates a worst case possible texture lookup scenario, without needing access to material parameters.
|
|
// This does not simulate multiple texture sets, of which there may be up-to 4.
|
|
// The performance will likely be worse than in a real situation - there might be fewer textures
|
|
// for mix, detail and other textures. This might be easier on the GPUs texture caches.
|
|
// Possible values: 0: disabled (default),
|
|
// 1: enabled,
|
|
// 2: remove texture array lookups for 5 textures - only base texture + neighbour base textures
|
|
const int randomise_texture_lookups = 0;
|
|
//
|
|
// End of test phase controls
|
|
//////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
|
// Ambient term comes in gl_Color.rgb.
|
|
varying vec4 light_diffuse_comp;
|
|
varying vec3 normal;
|
|
varying vec3 relPos;
|
|
varying vec2 ground_tex_coord;
|
|
varying vec3 worldPos;
|
|
varying vec2 rawPos;
|
|
// Testing code:
|
|
//vec3 worldPos = vec3(5000.0, 6000.0, 7000.0) + vec3(vec2(rawPos), 600.0); // vec3(100.0, 10.0, 3.0);
|
|
varying vec3 ecViewdir;
|
|
varying vec2 grad_dir;
|
|
//varying vec2 orthoTexCoord;
|
|
varying vec4 ecPosition;
|
|
|
|
|
|
uniform sampler2D landclass;
|
|
uniform sampler2DArray textureArray;
|
|
uniform sampler2D perlin;
|
|
|
|
|
|
varying float steepness;
|
|
|
|
|
|
|
|
uniform float visibility;
|
|
uniform float avisibility;
|
|
uniform float scattering;
|
|
uniform float terminator;
|
|
uniform float terrain_alt;
|
|
uniform float hazeLayerAltitude;
|
|
uniform float overcast;
|
|
uniform float eye_alt;
|
|
uniform float snowlevel;
|
|
uniform float dust_cover_factor;
|
|
uniform float lichen_cover_factor;
|
|
uniform float wetness;
|
|
uniform float fogstructure;
|
|
uniform float snow_thickness_factor;
|
|
uniform float cloud_self_shading;
|
|
uniform float season;
|
|
uniform float air_pollution;
|
|
|
|
uniform float WindE;
|
|
uniform float WindN;
|
|
uniform float landing_light1_offset;
|
|
uniform float landing_light2_offset;
|
|
uniform float landing_light3_offset;
|
|
uniform float osg_SimulationTime;
|
|
|
|
uniform int wind_effects;
|
|
uniform int cloud_shadow_flag;
|
|
uniform int use_searchlight;
|
|
uniform int use_landing_light;
|
|
uniform int use_alt_landing_light;
|
|
// Testing code: Currently hardcoded to 2000, to allow noise functions to run while waiting for landclass lookup(s)
|
|
uniform int swatch_size; //in metres, typically 1000 or 2000
|
|
|
|
// Passed from VPBTechnique, not the Effect
|
|
uniform float fg_tileWidth;
|
|
uniform float fg_tileHeight;
|
|
uniform bool fg_photoScenery;
|
|
// Material parameters, from material definitions and effect defaults, for each landclass.
|
|
// xsize and ysize
|
|
uniform vec4 fg_dimensionsArray[128];
|
|
// RGBA ambient color
|
|
uniform vec4 fg_ambientArray[128];
|
|
// RGBA diffuse color
|
|
uniform vec4 fg_diffuseArray[128];
|
|
// RGBA specular color
|
|
uniform vec4 fg_specularArray[128];
|
|
// Indicies of textures in the ground texture array for different
|
|
// texture slots (grain, gradient, dot, mix, detail) for each landclass
|
|
uniform vec4 fg_textureLookup1[128];
|
|
uniform vec4 fg_textureLookup2[128];
|
|
// Each element of a vec4 contains a different materials parameter.
|
|
uniform vec4 fg_materialParams1[128];
|
|
uniform vec4 fg_materialParams2[128];
|
|
|
|
uniform mat4 fg_zUpTransform;
|
|
uniform vec3 fg_modelOffset;
|
|
|
|
const float EarthRadius = 5800000.0;
|
|
const float terminator_width = 200000.0;
|
|
|
|
// Testing phase: Why are these in global scope in WS2 shaders?
|
|
//float alt;
|
|
float eShade;
|
|
float yprime_alt;
|
|
float mie_angle;
|
|
|
|
float shadow_func (in float x, in float y, in float noise, in float dist);
|
|
float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
|
|
float Noise2D(in vec2 coord, in float wavelength);
|
|
float Noise3D(in vec3 coord, in float wavelength);
|
|
float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness);
|
|
float Strata3D(in vec3 coord, in float wavelength, in float variation);
|
|
float fog_func (in float targ, in float alt);
|
|
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
|
|
float alt_factor(in float eye_alt, in float vertex_alt);
|
|
float light_distance_fading(in float dist);
|
|
float fog_backscatter(in float avisibility);
|
|
|
|
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
|
|
vec3 get_hazeColor(in float light_arg);
|
|
vec3 searchlight();
|
|
vec3 landing_light(in float offset, in float offsetv);
|
|
vec3 filter_combined (in vec3 color) ;
|
|
|
|
float getShadowing();
|
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
|
|
|
|
|
// a fade function for procedural scales which are smaller than a pixel
|
|
|
|
float detail_fade (in float scale, in float angle, in float dist)
|
|
{
|
|
float fade_dist = 2000.0 * scale * angle/max(pow(steepness,4.0), 0.1);
|
|
|
|
return 1.0 - smoothstep(0.5 * fade_dist, fade_dist, dist);
|
|
}
|
|
|
|
//////////////////////////
|
|
// Test-phase code:
|
|
|
|
|
|
// These should be sent as uniforms
|
|
|
|
// Tile dimensions in meters
|
|
// vec2 tile_size = vec2(fg_tileWidth , fg_tileHeight);
|
|
// Testing: texture coords are sent flipped right now:
|
|
|
|
// Note tile_size is defined in the shader include: ws30-landclass-search-functions.frag.
|
|
//vec2 tile_size = vec2(fg_tileHeight , fg_tileWidth);
|
|
|
|
|
|
// Uniform array lookup functions example:
|
|
// Access data[] as if it was a 1-d array of floats
|
|
// with data sorted as rows of data values for each row of texture variants
|
|
// using index for the relevant value
|
|
/*
|
|
float getFloatFromArrayData(int i)
|
|
{
|
|
int n = int(floor(float(i/4.0)));
|
|
vec4 v4 = someArray[n];
|
|
int index_within_v4 = int(mod(float(i),4.0));
|
|
float value = v4[index_within_v4];
|
|
return value;
|
|
}
|
|
|
|
|
|
vec4 getVec4FromArrayData(int i)
|
|
{
|
|
return (vec4(getFloatFromArrayData(i), getFloatFromArrayData(i+1), getFloatFromArrayData(i+2), getFloatFromArrayData(i+3)));
|
|
}
|
|
*/
|
|
|
|
|
|
|
|
// From noise.frag
|
|
float rand2D(in vec2 co);
|
|
|
|
|
|
// Generates a full precision 32 bit random number from 2 seeds
|
|
// as well as 6 random integers between 0 and factor that are rescaled 0.0-1.0
|
|
// by re-using the significant figures from the full precision number.
|
|
// This avoids having to generate 6 random numbers when
|
|
// limited variation is needed: say 6 numbers with 100 levels (i.e between 0 and 100).
|
|
// Seed 2 is incremented so the function can be called again to generate
|
|
// a different set of numbers
|
|
float get6_rand_nums(in float PRNGseed1,
|
|
inout float PRNGseed2, float factor, out float [6] random_integers
|
|
);
|
|
|
|
|
|
|
|
// These functions, and other function they depend on, are defined
|
|
// in ws30-ALS-landclass-search.frag.
|
|
|
|
|
|
// Create random landclasses without a texture lookup to stress test.
|
|
// Each square of square_size in m is assigned a random landclass value.
|
|
int get_random_landclass(in vec2 co, in vec2 tile_size);
|
|
|
|
|
|
// Lookup a ground texture at a point based on the landclass at that point, without visible
|
|
// seams at coordinate discontinuities or at landclass boundaries where texture are switched.
|
|
// The partial derivatives of the tile_coord at the fragment is needed to adjust for
|
|
// the stretching of different textures, so that the correct mip-map level is looked
|
|
// up and there are no seams.
|
|
// Texture types: 0: base texture, 1: grain texture, 2: gradient texture, 3 dot texture,
|
|
// 4: mix texture, 5: detail texture.
|
|
|
|
vec4 lookup_ground_texture_array(in int texture_type, in vec2 ground_texture_coord, in int landclass_id,
|
|
in vec4 dFdx_and_dFdy);
|
|
|
|
|
|
// Look up the landclass id [0 .. 255] for this particular fragment.
|
|
// Lookup id of any neighbouring landclass that is within the search distance.
|
|
// Searches are performed in upto 4 directions right now, but only one landclass is looked up
|
|
// Create a mix factor werighting the influences of nearby landclasses
|
|
void get_landclass_id(in vec2 tile_coord, in vec4 dFdx_and_dFdy,
|
|
out int landclass_id, out ivec4 neighbor_landclass_ids,
|
|
out int num_unique_neighbors,out vec4 mix_factor
|
|
);
|
|
|
|
|
|
// Look up the texel of the specified texture type (e.g. grain or detail textures) for this fragment
|
|
// and any neighbor texels, then mix.
|
|
|
|
vec4 get_mixed_texel(in int texture_type, in vec2 g_texture_coord,
|
|
in int landclass_id, in int num_unique_neighbors,
|
|
in ivec4 neighbor_texel_landclass_ids, in vec4 neighbor_mix_factors,
|
|
in vec4 dFdx_and_dFdy
|
|
);
|
|
|
|
|
|
// End Test-phase code
|
|
////////////////////////
|
|
|
|
|
|
void main()
|
|
{
|
|
float alt;
|
|
|
|
yprime_alt = light_diffuse_comp.a;
|
|
//diffuse_term.a = 1.0;
|
|
mie_angle = gl_Color.a;
|
|
float effective_scattering = min(scattering, cloud_self_shading);
|
|
|
|
// distance to fragment
|
|
|
|
float dist = length(relPos);
|
|
// angle of view vector with horizon
|
|
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
|
// float altitude of fragment above sea level
|
|
float msl_altitude = (relPos.z + eye_alt);
|
|
|
|
|
|
// vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
|
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
|
// this is taken from default.frag
|
|
vec3 n;
|
|
float NdotL, NdotHV, fogFactor;
|
|
vec3 lightDir = gl_LightSource[0].position.xyz;
|
|
vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
|
|
|
|
vec4 texel;
|
|
vec4 snow_texel;
|
|
vec4 detail_texel;
|
|
vec4 mix_texel;
|
|
vec4 grain_texel;
|
|
vec4 dot_texel;
|
|
vec4 gradient_texel;
|
|
//vec4 foam_texel;
|
|
|
|
vec4 fragColor;
|
|
vec4 specular = vec4(0.0);
|
|
float intensity;
|
|
|
|
|
|
|
|
// Wind motion of the overlay noise simulating movement of vegetation and loose debris
|
|
|
|
vec2 windPos;
|
|
|
|
if (wind_effects > 1)
|
|
{
|
|
float windSpeed = length(vec2 (WindE,WindN)) /3.0480;
|
|
// interfering sine wave wind pattern
|
|
float sineTerm = sin(0.35 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y));
|
|
sineTerm = sineTerm + sin(0.3 * windSpeed * osg_SimulationTime + 0.04 * (rawPos.x + rawPos.y));
|
|
sineTerm = sineTerm + sin(0.22 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y));
|
|
sineTerm = sineTerm/3.0;
|
|
// non-linear amplification to simulate gusts
|
|
sineTerm = sineTerm * sineTerm;//smoothstep(0.2, 1.0, sineTerm);
|
|
|
|
// wind starts moving dust and leaves at around 8 m/s
|
|
float timeArg = 0.01 * osg_SimulationTime * windSpeed * smoothstep(8.0, 15.0, windSpeed);
|
|
timeArg = timeArg + 0.02 * sineTerm;
|
|
|
|
windPos = vec2 (rawPos.x + WindN * timeArg, rawPos.y + WindE * timeArg);
|
|
}
|
|
else
|
|
{
|
|
windPos = rawPos.xy;
|
|
}
|
|
|
|
|
|
// get noise at different wavelengths in units of swatch_size
|
|
// original assumed 4km texture.
|
|
|
|
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
|
|
// 50m: detail texel
|
|
// 250m: detail texel
|
|
// 500m: distortion and overlay
|
|
// 1500m: overlay, detail, dust, fog
|
|
// 2000m: overlay, detail, snow, fog
|
|
|
|
// Perlin noise
|
|
|
|
float noise_10m = Noise2D(rawPos.xy, 10.0);
|
|
float noise_5m = Noise2D(rawPos.xy ,5.0);
|
|
float noise_2m = Noise2D(rawPos.xy ,2.0);
|
|
float noise_1m = Noise2D(rawPos.xy ,1.0);
|
|
float noise_01m = Noise2D(windPos.xy, 0.1);
|
|
|
|
float noisegrad_10m;
|
|
float noisegrad_5m;
|
|
float noisegrad_2m;
|
|
float noisegrad_1m;
|
|
|
|
// Noise relative to swatch size
|
|
|
|
float noise_25m = Noise2D(rawPos.xy, swatch_size*0.000625);
|
|
float noise_50m = Noise2D(rawPos.xy, swatch_size*0.00125);
|
|
|
|
|
|
float noise_250m = Noise3D(worldPos.xyz,swatch_size*0.0625);
|
|
float noise_500m = Noise3D(worldPos.xyz, swatch_size*0.125);
|
|
float noise_1500m = Noise3D(worldPos.xyz, swatch_size*0.3750);
|
|
float noise_2000m = Noise3D(worldPos.xyz, swatch_size*0.5);
|
|
float noise_4000m = Noise3D(worldPos.xyz, swatch_size);
|
|
|
|
//WS2: uniforms aren't looked up until later in WS3
|
|
// dot noise
|
|
//float dotnoise_2m = DotNoise2D(rawPos.xy, 2.0 * dot_size,0.5, dot_density);
|
|
//float dotnoise_10m = DotNoise2D(rawPos.xy, 10.0 * dot_size, 0.5, dot_density);
|
|
//float dotnoise_15m = DotNoise2D(rawPos.xy, 15.0 * dot_size, 0.33, dot_density);
|
|
|
|
float dotnoisegrad_10m;
|
|
|
|
|
|
// slope noise
|
|
|
|
float slopenoise_50m = SlopeLines2D(rawPos.xy, grad_dir, 50.0, steepness);
|
|
float slopenoise_100m = SlopeLines2D(rawPos.xy, grad_dir, 100.0, steepness);
|
|
|
|
float snownoise_25m = mix(noise_25m, slopenoise_50m, clamp(3.0*(1.0-steepness),0.0,1.0));
|
|
float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness),0.0,1.0));
|
|
|
|
// get the texels
|
|
|
|
|
|
|
|
float distortion_factor = 1.0;
|
|
vec2 stprime;
|
|
int flag = 1;
|
|
int mix_flag = 1;
|
|
float noise_term;
|
|
float snow_alpha;
|
|
|
|
// Oct 27 2021:
|
|
// Geometry is in the form of roughly rectangular 'tiles'
|
|
// with a mesh forming a grid with regular spacing.
|
|
// Each vertex in the mesh is given an elevation
|
|
|
|
// Tile dimensions in m
|
|
// Testing: created from two float uniforms in global scope. Should be sent as a vec2
|
|
// vec2 tile_size
|
|
|
|
// Tile texture coordinates range [0..1] over the tile 'rectangle'
|
|
vec2 tile_coord = gl_TexCoord[0].st;
|
|
|
|
// Testing code: Coordinate used by ground texture arrays
|
|
//vec2 ground_tex_coord = gl_TexCoord[0].st;
|
|
|
|
// Test phase: Constants and toggles for transitions between landlcasses are defined at
|
|
// the top landclass-search-functions.frag.
|
|
// There are some controls for haze and lighting at the top of this file.
|
|
|
|
// Look up the landclass id [0 .. 255] for this particular fragment
|
|
// and any neighbouring landclass that is close.
|
|
// Each tile has 1 texture containing landclass ids stetched over it.
|
|
|
|
// Landclass for current fragment, and up-to 4 neighboring landclasses - 2 used currently
|
|
int lc;
|
|
ivec4 lc_n;
|
|
|
|
int num_unique_neighbors = 0;
|
|
|
|
// Mix factor of base textures for 2 neighbour landclass(es)
|
|
vec4 mfact;
|
|
|
|
// Partial derivatives of s and t of ground texture coords for this fragment,
|
|
// with respect to window (screen space) x and y axes.
|
|
// Used to pick mipmap LoD levels, and turn off unneeded procedural detail
|
|
// dFdx and dFdy are packed in a vec4 so multiplying everything
|
|
// to scale takes 1 instruction slot.
|
|
vec4 dxdy_gc = vec4(dFdx(ground_tex_coord) , dFdy(ground_tex_coord));
|
|
|
|
get_landclass_id(tile_coord, dxdy_gc, lc, lc_n, num_unique_neighbors, mfact);
|
|
|
|
|
|
// The landclass id is used to index into arrays containing
|
|
// material parameters and textures for the landclass as
|
|
// defined in the regional definitions
|
|
float index = float(lc)/512.0;
|
|
vec4 index_n = vec4(lc_n)/512.0;
|
|
|
|
float mat_shininess = fg_dimensionsArray[lc].z;
|
|
vec4 mat_ambient = fg_ambientArray[lc];
|
|
vec4 mat_diffuse = fg_diffuseArray[lc];
|
|
vec4 mat_specular = fg_specularArray[lc];
|
|
|
|
// Testing code:
|
|
// Use rlc even when looking up textures to recreate the extra performance hit
|
|
// so any performance difference between the two is due to the texture lookup
|
|
// color.rgb = color.rgb+0.00001*float(get_random_landclass(tile_coord.st, tile_size));
|
|
|
|
|
|
// Look up ground textures by indexing into the texture array.
|
|
|
|
// Calculate texture coords for ground textures
|
|
// Textures are stretched along the ground to different
|
|
// lengths along each axes as set by <xsize> and <ysize>
|
|
// regional definitions parameters.
|
|
vec2 stretch_dimensions = fg_dimensionsArray[lc].st;
|
|
vec2 tileSize = vec2(fg_tileWidth, fg_tileHeight);
|
|
vec2 texture_scaling = tileSize.yx / stretch_dimensions.st;
|
|
vec2 st = texture_scaling.st * ground_tex_coord.st;
|
|
|
|
|
|
// Scale partial derivatives
|
|
vec4 dxdy = vec4(texture_scaling.st, texture_scaling.st) * dxdy_gc;
|
|
|
|
|
|
if (fg_photoScenery) {
|
|
// In the photoscenery case we don't have landclass or materials available, so we
|
|
// just use constants for the material properties.
|
|
mat_ambient = vec4(0.2,0.2,0.2,1.0);
|
|
mat_diffuse = vec4(0.8,0.8,0.8,1.0);
|
|
mat_specular = vec4(0.0,0.0,0.0,1.0);
|
|
mat_shininess = 1.2;
|
|
|
|
// The photoscenery orthophots are stored in the landclass texture
|
|
// and use normalised tile coordinates
|
|
texel = texture(landclass, vec2(tile_coord.s, 1.0 - tile_coord.t));
|
|
|
|
// Do not attempt any mixing
|
|
flag = 0;
|
|
mix_flag = 0;
|
|
}
|
|
else
|
|
{
|
|
|
|
// Color Mode is always AMBIENT_AND_DIFFUSE, which means
|
|
// using a base colour of white for ambient/diffuse,
|
|
// rather than the material color from ambientArray/diffuseArray.
|
|
mat_ambient = vec4(1.0,1.0,1.0,1.0);
|
|
mat_diffuse = vec4(1.0,1.0,1.0,1.0);
|
|
mat_specular = fg_specularArray[lc];
|
|
mat_shininess = fg_dimensionsArray[lc].z;
|
|
|
|
|
|
// Lookup the base texture texel for this fragment and any neighbors, with mixing
|
|
texel = get_mixed_texel(0, ground_tex_coord, lc, num_unique_neighbors, lc_n, mfact, dxdy_gc);
|
|
|
|
}
|
|
|
|
vec4 color = gl_Color * mat_ambient;
|
|
color.a = 1.0;
|
|
|
|
// Testing code: mix with green to show values of variables at each point
|
|
//vec4 green = vec4(0.0, 0.5, 0.0, 0.0);
|
|
//texel = mix(texel, green, (mfact[2]));
|
|
|
|
|
|
|
|
|
|
// Lookup material parameters for the landclass at this fragment.
|
|
// Material parameters are from material definitions XML files (e.g. regional definitions in data/Materials/regions). They have the same names.
|
|
// These parameters are contained in arrays of uniforms fg_materialParams1 and fg_materialParams2.
|
|
// The uniforms are vec4s, and each parameter is mapped to a vec4 element (rgba channels).
|
|
// In WS2 these parameters were available as uniforms of the same name.
|
|
// Testing: The mapping is hardcoded at the moment.
|
|
float transition_model = fg_materialParams1[lc].r;
|
|
float hires_overlay_bias = fg_materialParams1[lc].g;
|
|
float grain_strength = fg_materialParams1[lc].b;
|
|
float intrinsic_wetness = fg_materialParams1[lc].a;
|
|
|
|
float dot_density = fg_materialParams2[lc].r;
|
|
float dot_size = fg_materialParams2[lc].g;
|
|
float dust_resistance = fg_materialParams2[lc].b;
|
|
int rock_strata = int(fg_materialParams2[lc].a);
|
|
|
|
// dot noise
|
|
float dotnoise_2m = DotNoise2D(rawPos.xy, 2.0 * dot_size,0.5, dot_density);
|
|
float dotnoise_10m = DotNoise2D(rawPos.xy, 10.0 * dot_size, 0.5, dot_density);
|
|
float dotnoise_15m = DotNoise2D(rawPos.xy, 15.0 * dot_size, 0.33, dot_density);
|
|
|
|
|
|
// Testing code - set randomise_texture_lookups = 2 to only look up the base texture with no extra transitions.
|
|
detail_texel = texel;
|
|
mix_texel = texel;
|
|
grain_texel = texel;
|
|
dot_texel = texel;
|
|
gradient_texel = texel;
|
|
|
|
|
|
/*
|
|
// Texture lookup testing code:
|
|
// To test this block, uncomment it and turn off normal and random texture lookups
|
|
// by setting randomise_texture_lookups = 2 or more.
|
|
|
|
int tex2;
|
|
|
|
|
|
// Grain texture is material texture 14, which is mapped to the r channel of fg_textureLookup2
|
|
tex2 = int(fg_textureLookup2[lc].r * 255.0 + 0.5);
|
|
grain_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
|
|
|
|
// Gradient texture is material texture 13, which is mapped to the a channel of fg_textureLookup1
|
|
tex2 = int(fg_textureLookup1[lc].a * 255.0 + 0.5);
|
|
gradient_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
|
|
|
|
// Dot texture is material texture 15, which is mapped to the g channel of fg_textureLookup2
|
|
tex2 = int(fg_textureLookup2[lc].g * 255.0 + 0.5);
|
|
dot_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
|
|
|
|
// Mix texture is material texture 12, which is mapped to the b channel of fg_textureLookup1
|
|
tex2 = int(fg_textureLookup1[lc].b * 255.0 + 0.5);
|
|
mix_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
|
|
if (mix_texel.a < 0.1) { mix_flag = 0;} // Disable if no index found
|
|
|
|
// Detail texture is material texture 11, which is mapped to the g channel of fg_textureLookup1
|
|
tex2 = int(fg_textureLookup1[lc].g * 255.0 + 0.5);
|
|
detail_texel = texture(textureArray, vec3(gl_TexCoord[0].st * 1.3, tex2));
|
|
if (detail_texel.a < 0.1) { flag = 0;} // Disable if no index found
|
|
|
|
//Examples of how lookup_ground_texture array is used with the above grain/gradient texture lookups:
|
|
//grain_texel = lookup_ground_texture_array(1, st * 1.3, lc, dxdy * 1.3);
|
|
//gradient_texel = lookup_ground_texture_array(2, st * 1.3, lc, dxdy * 1.3);
|
|
*/
|
|
|
|
|
|
// Generate 6 random numbers
|
|
|
|
float pseed2 = 1.0;
|
|
int tex_id_lc[6];
|
|
float rn[6];
|
|
if (randomise_texture_lookups == 1)
|
|
{
|
|
|
|
get6_rand_nums(float(lc)*33245.31, pseed2, 47.0, rn);
|
|
for (int i=0;i<6;i++) tex_id_lc[i] = int(mod( (float(lc)+(rn[i]*47.0)+1.0) , 48.0));
|
|
}
|
|
|
|
//texel = mix(vec4(vec3(0.0),1.0), vec4(0.0,0.5,0.0,1.0), float(tex_id_lc[2])/48.0);
|
|
|
|
// WS2:
|
|
//grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * 25.0);
|
|
//gradient_texel = texture2D(gradient_texture, gl_TexCoord[0].st * 4.0);
|
|
//stprime = gl_TexCoord[0].st * 80.0;
|
|
//stprime = stprime + normalize(relPos).xy * 0.01 * (dotnoise_10m + dotnoise_15m);
|
|
//dot_texel = texture2D(dot_texture, vec2 (stprime.y, stprime.x) );
|
|
|
|
|
|
if (randomise_texture_lookups == 0)
|
|
{
|
|
grain_texel = lookup_ground_texture_array(1, st * 25.0, lc, dxdy * 25.0);
|
|
gradient_texel = lookup_ground_texture_array(2, st * 4.0, lc, dxdy * 4.0);
|
|
}
|
|
else if (randomise_texture_lookups == 1)
|
|
{
|
|
grain_texel = lookup_ground_texture_array(0, st * 25.0, tex_id_lc[0], dxdy * 25.0);
|
|
gradient_texel = lookup_ground_texture_array(0, st * 4.0, tex_id_lc[1], dxdy * 4.0);
|
|
}
|
|
|
|
stprime = st * 80.0;
|
|
stprime = stprime + normalize(relPos).xy * 0.01 * (dotnoise_10m + dotnoise_15m);
|
|
vec4 dxdy_prime = vec4(dFdx(stprime), dFdy(stprime));
|
|
|
|
if (randomise_texture_lookups == 0)
|
|
{
|
|
dot_texel = lookup_ground_texture_array(3, stprime.ts, lc, dxdy_prime.tsqp);
|
|
}
|
|
else if (randomise_texture_lookups == 1)
|
|
{
|
|
dot_texel = lookup_ground_texture_array(0, stprime.ts, tex_id_lc[2], dxdy_prime.tsqp);
|
|
}
|
|
|
|
// Testing: WS2 code after this, except for random texture lookups and partial derivatives
|
|
|
|
float local_autumn_factor = texel.a;
|
|
|
|
// we need to fade procedural structures when they get smaller than a single pixel, for this we need
|
|
// to know under what angle we see the surface
|
|
|
|
float view_angle = abs(dot(normalize(normal), normalize(ecViewdir)));
|
|
float sfactor = sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
|
|
|
|
|
|
// the snow texel is generated procedurally
|
|
if (msl_altitude +500.0 > snowlevel)
|
|
{
|
|
snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_500m + 0.1* (1.0 - noise_10m) );
|
|
snow_texel.r = snow_texel.r * (0.9 + 0.05 * (noise_10m + noise_5m));
|
|
snow_texel.g = snow_texel.g * (0.9 + 0.05 * (noise_10m + noise_5m));
|
|
snow_texel.a = 1.0;
|
|
noise_term = 0.1 * (noise_500m-0.5) ;
|
|
noise_term = noise_term + 0.2 * (snownoise_50m -0.5) * detail_fade(50.0, view_angle, 0.5*dist) ;
|
|
noise_term = noise_term + 0.2 * (snownoise_25m -0.5) * detail_fade(25.0, view_angle, 0.5*dist) ;
|
|
noise_term = noise_term + 0.3 * (noise_10m -0.5) * detail_fade(10.0, view_angle, 0.8*dist) ;
|
|
noise_term = noise_term + 0.3 * (noise_5m - 0.5) * detail_fade(5.0, view_angle, dist);
|
|
noise_term = noise_term + 0.15 * (noise_2m -0.5) * detail_fade(2.0, view_angle, dist);
|
|
noise_term = noise_term + 0.08 * (noise_1m -0.5) * detail_fade(1.0, view_angle, dist);
|
|
snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(msl_altitude -snowlevel) );
|
|
}
|
|
|
|
|
|
if (mix_flag == 1)
|
|
{
|
|
//WS2: mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 1.3);
|
|
|
|
if (randomise_texture_lookups == 0)
|
|
{
|
|
mix_texel = lookup_ground_texture_array(4, st * 1.3, lc, dxdy * 1.3);
|
|
}
|
|
else if (randomise_texture_lookups == 1)
|
|
{
|
|
mix_texel = lookup_ground_texture_array(0, st * 1.3, tex_id_lc[3], dxdy * 1.3);
|
|
}
|
|
if (mix_texel.a <0.1) {mix_flag = 0;}
|
|
}
|
|
|
|
// the hires overlay texture is loaded with parallax mapping
|
|
|
|
if (flag == 1)
|
|
{
|
|
stprime = vec2 (0.86*st.s + 0.5*st.t, 0.5*st.s - 0.86*st.t);
|
|
distortion_factor = 0.97 + 0.06 * noise_500m;
|
|
stprime = stprime * distortion_factor * 15.0;
|
|
stprime = stprime + normalize(relPos).xy * 0.022 * (noise_10m + 0.5 * noise_5m +0.25 * noise_2m - 0.875 );
|
|
|
|
//WS2: detail_texel = texture2D(detail_texture, stprime); // temp
|
|
|
|
dxdy_prime = vec4(dFdx(stprime), dFdy(stprime));
|
|
if (randomise_texture_lookups == 0)
|
|
{
|
|
detail_texel = lookup_ground_texture_array(5, stprime , lc, dxdy_prime);
|
|
}
|
|
else if (randomise_texture_lookups == 1)
|
|
{
|
|
detail_texel = lookup_ground_texture_array(0, stprime, tex_id_lc[4], dxdy_prime);
|
|
}
|
|
if (detail_texel.a <0.1) {flag = 0;}
|
|
} // End if (flag == 1)
|
|
|
|
|
|
// texture preparation according to detail level
|
|
|
|
// mix in hires texture patches
|
|
|
|
float dist_fact;
|
|
float nSum;
|
|
float mix_factor;
|
|
|
|
// first the second texture overlay
|
|
// transition model 0: random patch overlay without any gradient information
|
|
// transition model 1: only gradient-driven transitions, no randomness
|
|
|
|
if (mix_flag == 1)
|
|
{
|
|
|
|
|
|
nSum = 0.167 * (noise_4000m + 2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
|
|
nSum = mix(nSum, 0.5, max(0.0, 2.0 * (transition_model - 0.5)));
|
|
nSum = nSum + 0.4 * (1.0 -smoothstep(0.9,0.95, abs(steepness)+ 0.05 * (noise_50m - 0.5))) * min(1.0, 2.0 * transition_model);
|
|
mix_factor = smoothstep(0.5, 0.54, nSum);
|
|
texel = mix(texel, mix_texel, mix_factor);
|
|
local_autumn_factor = texel.a;
|
|
}
|
|
|
|
// then the detail texture overlay
|
|
mix_factor = 0.0;
|
|
//WS2: condition was broken up - does it matter for dynamic branching?
|
|
if ((flag == 1) && (dist < 40000.0))
|
|
{
|
|
dist_fact = 0.1 * smoothstep(15000.0,40000.0, dist) - 0.03 * (1.0 - smoothstep(500.0,5000.0, dist));
|
|
nSum = ((1.0 -noise_2000m) + noise_1500m + 2.0 * noise_250m +noise_50m)/5.0;
|
|
nSum = nSum - 0.08 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
|
|
mix_factor = smoothstep(0.47, 0.54, nSum +hires_overlay_bias- dist_fact);
|
|
if (mix_factor > 0.8) {mix_factor = 0.8;}
|
|
texel = mix(texel, detail_texel,mix_factor);
|
|
}
|
|
|
|
// rock for very steep gradients
|
|
|
|
if (gradient_texel.a > 0.0)
|
|
{
|
|
texel = mix(texel, gradient_texel, 1.0 - smoothstep(0.75,0.8,abs(steepness)+ 0.00002* msl_altitude + 0.05 * (noise_50m - 0.5)));
|
|
local_autumn_factor = texel.a;
|
|
}
|
|
|
|
|
|
// strata noise
|
|
|
|
float stratnoise_50m;
|
|
float stratnoise_10m;
|
|
|
|
// Testing: if rock_strata parameter is not cast into int, need (rock_strata > 0.99)
|
|
if (rock_strata==1)
|
|
{
|
|
stratnoise_50m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 50.0, 0.2);
|
|
stratnoise_10m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 10.0, 0.2);
|
|
stratnoise_50m = mix(stratnoise_50m, 1.0, smoothstep(0.8,0.9, steepness));
|
|
stratnoise_10m = mix(stratnoise_10m, 1.0, smoothstep(0.8,0.9, steepness));
|
|
texel *= (0.4 + 0.4 * stratnoise_50m + 0.2 * stratnoise_10m);
|
|
}
|
|
|
|
// the dot vegetation texture overlay
|
|
|
|
texel.rgb = mix(texel.rgb, dot_texel.rgb, dot_texel.a * (dotnoise_10m + dotnoise_15m) * detail_fade(1.0 * (dot_size * (1.0 +0.1*dot_size)), view_angle,dist));
|
|
texel.rgb = mix(texel.rgb, dot_texel.rgb, dot_texel.a * dotnoise_2m * detail_fade(0.1 * dot_size, view_angle,dist));
|
|
|
|
// then the grain texture overlay
|
|
|
|
|
|
texel.rgb = mix(texel.rgb, grain_texel.rgb, grain_strength * grain_texel.a * (1.0 - mix_factor) * (1.0-smoothstep(2000.0,5000.0, dist)));
|
|
|
|
// for really hires, add procedural noise overlay
|
|
texel.rgb = texel.rgb * (1.0 + 0.4 * (noise_01m-0.5) * detail_fade(0.1, view_angle, dist)) ;
|
|
|
|
// autumn colors
|
|
|
|
float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ;
|
|
|
|
|
|
texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r);
|
|
texel.g = texel.g;
|
|
texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b);
|
|
|
|
|
|
if (local_autumn_factor < 1.0)
|
|
{
|
|
intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
|
|
texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
|
|
}
|
|
|
|
// slope line overlay
|
|
texel.rgb = texel.rgb * (1.0 - 0.12 * slopenoise_50m - 0.08 * slopenoise_100m);
|
|
|
|
//const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
|
|
const vec4 dust_color = vec4 (0.76, 0.65, 0.45, 1.0);
|
|
const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);
|
|
|
|
// mix vegetation
|
|
float gradient_factor = smoothstep(0.5, 1.0, steepness);
|
|
texel = mix(texel, lichen_color, gradient_factor * (0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m))) );
|
|
// mix dust
|
|
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor *dust_resistance + 3.0 * dust_cover_factor * dust_resistance *(((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
|
|
|
|
|
|
// mix snow
|
|
float snow_mix_factor = 0.0;
|
|
|
|
if (msl_altitude +500.0 > snowlevel)
|
|
{
|
|
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
|
|
snow_mix_factor = snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * msl_altitude+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0);
|
|
texel = mix(texel, snow_texel, snow_mix_factor);
|
|
}
|
|
|
|
|
|
|
|
|
|
// get distribution of water when terrain is wet
|
|
|
|
float combined_wetness = min(1.0, wetness + intrinsic_wetness);
|
|
float water_threshold1;
|
|
float water_threshold2;
|
|
float water_factor =0.0;
|
|
|
|
|
|
if ((dist < 5000.0) && (combined_wetness>0.0))
|
|
{
|
|
water_threshold1 = 1.0-0.5* combined_wetness;
|
|
water_threshold2 = 1.0 - 0.3 * combined_wetness;
|
|
water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
|
|
}
|
|
|
|
// darken wet terrain
|
|
|
|
texel.rgb = texel.rgb * (1.0 - 0.6 * combined_wetness);
|
|
|
|
|
|
|
|
// light computations
|
|
vec4 light_specular = gl_LightSource[0].specular;
|
|
|
|
// If gl_Color.a == 0, this is a back-facing polygon and the
|
|
// normal should be reversed.
|
|
//n = (2.0 * gl_Color.a - 1.0) * normal;
|
|
n = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
|
|
n = normalize(n);
|
|
|
|
NdotL = dot(n, lightDir);
|
|
|
|
noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
|
|
noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
|
|
noisegrad_2m = (noise_2m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),2.0))/0.05;
|
|
noisegrad_1m = (noise_1m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),1.0))/0.05;
|
|
|
|
dotnoisegrad_10m = (dotnoise_10m - DotNoise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0 * dot_size,0.5, dot_density))/0.05;
|
|
|
|
|
|
NdotL = NdotL + (noisegrad_10m * detail_fade(10.0, view_angle,dist) + 0.5* noisegrad_5m * detail_fade(5.0, view_angle,dist)) * mix_factor/0.8;
|
|
NdotL = NdotL + 0.15 * noisegrad_2m * mix_factor/0.8 * detail_fade(2.0,view_angle,dist);
|
|
NdotL = NdotL + 0.1 * noisegrad_2m * detail_fade(2.0,view_angle,dist);
|
|
NdotL = NdotL + 0.05 * noisegrad_1m * detail_fade(1.0, view_angle,dist);
|
|
NdotL = NdotL + (1.0-snow_mix_factor) * 0.3* dot_texel.a * (0.5* dotnoisegrad_10m * detail_fade(1.0 * dot_size, view_angle, dist) +0.5 * dotnoisegrad_10m * noise_01m * detail_fade(0.1, view_angle, dist)) ;
|
|
|
|
// Testing: Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling as the controls are default (by request)
|
|
if (fg_photoScenery) NdotL = mix(dot(n, lightDir), NdotL, 0.00001);
|
|
|
|
if (NdotL > 0.0)
|
|
{
|
|
float shadowmap = getShadowing();
|
|
if (cloud_shadow_flag == 1) {NdotL = NdotL * shadow_func(relPos.x, relPos.y, 0.3 * noise_250m + 0.5 * noise_500m+0.2 * noise_1500m, dist);}
|
|
vec4 diffuse_term = light_diffuse_comp * mat_diffuse;
|
|
color += diffuse_term * NdotL * shadowmap;
|
|
NdotHV = max(dot(n, halfVector), 0.0);
|
|
if (mat_shininess > 0.0)
|
|
specular.rgb = ((mat_specular.rgb * 0.1 + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
|
* light_specular.rgb
|
|
* pow(NdotHV, mat_shininess + (20.0 * water_factor))
|
|
* shadowmap);
|
|
}
|
|
color.a = 1.0;//diffuse_term.a; // as gl_Color.a and light_diffuse.comp.a were packed with other values
|
|
// This shouldn't be necessary, but our lighting becomes very
|
|
// saturated. Clamping the color before modulating by the texture
|
|
// is closer to what the OpenGL fixed function pipeline does.
|
|
color = clamp(color, 0.0, 1.0);
|
|
|
|
vec3 secondary_light = vec3 (0.0,0.0,0.0);
|
|
|
|
if (use_searchlight == 1)
|
|
{
|
|
secondary_light += searchlight();
|
|
}
|
|
if (use_landing_light == 1)
|
|
{
|
|
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
|
|
}
|
|
if (use_alt_landing_light == 1)
|
|
{
|
|
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
|
|
}
|
|
color.rgb +=secondary_light * light_distance_fading(dist);
|
|
|
|
|
|
|
|
fragColor = color * texel + specular;
|
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
|
|
|
|
|
|
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
|
vec3 hazeColor = get_hazeColor(lightArg);
|
|
|
|
|
|
|
|
// Rayleigh color shift due to out-scattering
|
|
float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
|
|
float outscatter = 1.0-exp(-dist/rayleigh_length);
|
|
fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
|
|
|
|
// Rayleigh color shift due to in-scattering
|
|
|
|
float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
|
|
//float lightIntensity = length(diffuse_term.rgb)/1.73 * rShade;
|
|
float lightIntensity = length(hazeColor * effective_scattering) * rShade;
|
|
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
|
|
float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
|
|
fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
|
|
|
|
|
|
// here comes the terrain haze model
|
|
|
|
float delta_z = hazeLayerAltitude - eye_alt;
|
|
|
|
float mvisibility = min(visibility,avisibility);
|
|
|
|
if (dist > 0.04 * mvisibility)
|
|
{
|
|
alt = eye_alt;
|
|
|
|
float transmission;
|
|
float vAltitude;
|
|
float delta_zv;
|
|
float H;
|
|
float distance_in_layer;
|
|
float transmission_arg;
|
|
|
|
|
|
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
|
if (delta_z > 0.0) // we're inside the layer
|
|
{
|
|
if (ct < 0.0) // we look down
|
|
{
|
|
distance_in_layer = dist;
|
|
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
|
delta_zv = delta_z - vAltitude;
|
|
}
|
|
else // we may look through upper layer edge
|
|
{
|
|
H = dist * ct;
|
|
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
|
else {distance_in_layer = dist;}
|
|
vAltitude = min(distance_in_layer,visibility) * ct;
|
|
delta_zv = delta_z - vAltitude;
|
|
}
|
|
}
|
|
else // we see the layer from above, delta_z < 0.0
|
|
{
|
|
H = dist * -ct;
|
|
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
|
{
|
|
distance_in_layer = 0.0;
|
|
delta_zv = 0.0;
|
|
}
|
|
else
|
|
{
|
|
vAltitude = H + delta_z;
|
|
distance_in_layer = vAltitude/H * dist;
|
|
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
|
delta_zv = vAltitude;
|
|
}
|
|
}
|
|
|
|
// blur of the haze layer edge
|
|
|
|
float blur_thickness = 50.0;
|
|
float cphi = dot(vec3(0.0, 1.0, 0.0), relPos)/dist;
|
|
float ctlayer = delta_z/dist-0.01 + 0.02 * Noise2D(vec2(cphi,1.0),0.1) -0.01;
|
|
float ctblur = 0.035 ;
|
|
|
|
float blur_dist;
|
|
|
|
if (abs(delta_z) < 400.0)
|
|
{
|
|
blur_dist = dist * (1.0-smoothstep(0.0,300.0,-delta_z)) * smoothstep(-400.0,-200.0, -delta_z);
|
|
blur_dist = blur_dist * smoothstep(ctlayer-4.0*ctblur, ctlayer-ctblur, ct) * (1.0-smoothstep(ctlayer+0.5*ctblur, ctlayer+ctblur, ct));
|
|
distance_in_layer = max(distance_in_layer, blur_dist);
|
|
}
|
|
|
|
|
|
// ground haze cannot be thinner than aloft visibility in the model,
|
|
// so we need to use aloft visibility otherwise
|
|
transmission_arg = (dist-distance_in_layer)/avisibility;
|
|
|
|
float eqColorFactor;
|
|
|
|
if (visibility < avisibility)
|
|
{
|
|
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
|
|
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering);
|
|
}
|
|
else
|
|
{
|
|
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
|
|
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
|
|
}
|
|
|
|
transmission = fog_func(transmission_arg, alt);
|
|
|
|
// there's always residual intensity, we should never be driven to zero
|
|
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
|
|
|
|
|
|
|
|
|
// now dim the light for haze
|
|
eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
|
|
|
|
// Mie-like factor
|
|
|
|
if (lightArg < 10.0)
|
|
{
|
|
intensity = length(hazeColor);
|
|
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
|
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
|
|
}
|
|
|
|
intensity = length(hazeColor);
|
|
|
|
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
|
|
{
|
|
|
|
|
|
// high altitude desaturation of the haze color
|
|
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
|
|
|
// blue hue of haze
|
|
|
|
hazeColor.x = hazeColor.x * 0.83;
|
|
hazeColor.y = hazeColor.y * 0.9;
|
|
|
|
|
|
// additional blue in indirect light
|
|
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
|
intensity = length(hazeColor);
|
|
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
|
|
|
|
|
// change haze color to blue hue for strong fogging
|
|
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
|
|
|
|
|
|
|
|
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
|
float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
|
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
|
}
|
|
|
|
|
|
// don't let the light fade out too rapidly
|
|
lightArg = (terminator + 200000.0)/100000.0;
|
|
float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
|
|
vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
|
|
|
|
hazeColor.rgb *= eqColorFactor * eShade;
|
|
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
|
|
|
// finally, mix fog in
|
|
|
|
// Testing phase controls
|
|
if (reduce_haze_without_removing_calculation_overhead == 1)
|
|
{
|
|
transmission = 1.0 - (transmission/1000000.0);
|
|
}
|
|
|
|
|
|
fragColor.rgb = mix(hazeColor+secondary_light * fog_backscatter(mvisibility) , fragColor.rgb,transmission);
|
|
|
|
} // end if (dist > 0.04 * mvisibility)
|
|
|
|
fragColor.rgb = filter_combined(fragColor.rgb);
|
|
|
|
gl_FragColor = fragColor;
|
|
|
|
|
|
|
|
// Testing phase controls:
|
|
if (remove_haze_and_lighting == 1)
|
|
{
|
|
gl_FragColor = texel;
|
|
}
|
|
|
|
|
|
}
|