bf55997a56
Previous we just applied gl_LightSource[0].ambient without multiplying it by the texture itself, so it just lightened everything. This fixes that. (ws30-ALS-detailed.frag still to do)
324 lines
10 KiB
C++
324 lines
10 KiB
C++
// WS30 FRAGMENT SHADER
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// -*-C++-*-
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#version 130
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#extension GL_EXT_texture_array : enable
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// written by Thorsten Renk, Oct 2011, based on default.frag
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// Ambient term comes in gl_Color.rgb.
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 relPos;
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uniform sampler2D landclass;
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uniform sampler2DArray textureArray;
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uniform sampler1D dimensionsArray;
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uniform sampler1D diffuseArray;
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uniform sampler1D specularArray;
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uniform sampler2D perlin;
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varying float yprime_alt;
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varying float mie_angle;
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varying vec4 ecPosition;
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uniform float visibility;
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uniform float avisibility;
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uniform float scattering;
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uniform float terminator;
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uniform float terrain_alt;
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uniform float hazeLayerAltitude;
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uniform float overcast;
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uniform float eye_alt;
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uniform float cloud_self_shading;
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// Passed from VPBTechnique, not the Effect
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uniform int tile_level;
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uniform float tile_width;
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uniform float tile_height;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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float alt;
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float eShade;
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float fog_func (in float targ, in float alt);
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vec3 get_hazeColor(in float light_arg);
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vec3 filter_combined (in vec3 color) ;
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float getShadowing();
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vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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float luminance(vec3 color)
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{
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return dot(vec3(0.212671, 0.715160, 0.072169), color);
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}
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// Test-phase code:
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float rand2D(in vec2 co);
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// Create random landclasses without a texture lookup to stress test
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// Each square of square_size in m is assigned a random landclass value
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int get_random_landclass(in vec2 co)
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{
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float square_size = 200.0;
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//float r = rand2D( floor(vec2(co.s*tile_width, co.t*tile_height)/square_size) );
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float r = rand2D( floor(vec2(co.s*tile_height, co.t*tile_width)/square_size) );
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int lc = int(r*48.0); // only 48 landclasses mapped so far
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return lc;
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}
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float Noise2D(in vec2 coord, in float wavelength);
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// End Test-phase code
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void main()
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{
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// this is taken from default.frag
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vec3 n;
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float NdotL, NdotHV, fogFactor;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 texel;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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float intensity;
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// Oct 2021:
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// Geometry is in the form of roughly rectangular 'tiles'
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// with a mesh forming a grid with regular spacing.
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// Each vertex in the mesh is given an elevation
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// Tile dimensions in m
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vec2 tile_size = vec2(tile_width , tile_height);
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// Temp: sizes are the wrong way around currently
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tile_size.xy =tile_size.yx;
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// Tile texture coordinates range [0..1] over the tile 'rectangle'
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vec2 tile_coord = gl_TexCoord[0].st;
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// Look up the landclass id [0 .. 255] for this particular fragment
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// Each tile has 1 texture containing landclass ids stetched over it
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// Testing. Landclass sources: texture or random
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int tlc = int(texture2D(landclass, tile_coord.st).g * 255.0 + 0.5);
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//int rlc = get_random_landclass(tile_coord.st);
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int lc = tlc;
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// The landclass id is used to index into arrays containing
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// material parameters and textures for the landclass as
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// defined in the regional definitions
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float index = float(lc)/512.0;
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float mat_shininess = texture(dimensionsArray, index).z;
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vec4 mat_diffuse = texture(diffuseArray, index);
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vec4 mat_specular = texture(specularArray, index);
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vec4 color = mat_diffuse * (gl_Color + NdotL * gl_LightSource[0].diffuse);
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// Testing code:
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// Use rlc even when looking up textures to recreate the extra performance hit
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// so any performance difference between the two is due to the texture lookup
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// color = color+0.00001*float(rlc);
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float effective_scattering = min(scattering, cloud_self_shading);
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vec4 light_specular = gl_LightSource[0].specular;
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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(normal);
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NdotL = dot(n, lightDir);
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if (NdotL > 0.0) {
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float shadowmap = getShadowing();
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color += diffuse_term * NdotL * shadowmap;
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NdotHV = max(dot(n, halfVector), 0.0);
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if (mat_shininess > 0.0)
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specular.rgb = (mat_specular.rgb
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* light_specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess)
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* shadowmap);
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}
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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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// Look up ground textures by indexing into the texture array.
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// Different textures are stretched along the ground to different
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// lengths along each axes as set by <xsize> and <ysize>
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// regional definitions parameters
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// Look up stretching dimensions of textures in m - scaled to fit in [0..1], so rescale
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vec2 g_texture_stretch_dim = 10000.0 * texture(dimensionsArray, index).st;
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vec2 g_texture_scale = tile_size.xy / g_texture_stretch_dim.xy;
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// Ground texture coords
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vec2 st = g_texture_scale * tile_coord.st;
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// Rotate texture using the perlin texture as a mask to reduce tiling
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float pnoise1 = texture(perlin, st / 8.0).r;
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float pnoise2 = texture(perlin, - st / 16.0).r;
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//Testing: Non texture alternative
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//float pnoise1 = Noise2D(st, 8.0);
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//float pnoise2 = Noise2D(-st, 16.0);
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if (pnoise1 >= 0.5) st = g_texture_scale.st * tile_coord.ts;
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if (pnoise2 >= 0.5) st = -st;
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texel = texture(textureArray, vec3(st, lc));
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fragColor = color * texel + specular;
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fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
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// here comes the terrain haze model
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float delta_z = hazeLayerAltitude - eye_alt;
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float dist = length(relPos);
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float mvisibility = min(visibility,avisibility);
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if (dist > 0.04 * mvisibility)
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{
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alt = eye_alt;
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float transmission;
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float vAltitude;
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float delta_zv;
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float H;
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float distance_in_layer;
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float transmission_arg;
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// angle with horizon
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float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
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if (delta_z > 0.0) // we're inside the layer
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{
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if (ct < 0.0) // we look down
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{
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distance_in_layer = dist;
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vAltitude = min(distance_in_layer,mvisibility) * ct;
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delta_zv = delta_z - vAltitude;
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}
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else // we may look through upper layer edge
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{
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H = dist * ct;
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if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
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else {distance_in_layer = dist;}
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vAltitude = min(distance_in_layer,visibility) * ct;
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delta_zv = delta_z - vAltitude;
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}
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}
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else // we see the layer from above, delta_z < 0.0
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{
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H = dist * -ct;
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if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
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{
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distance_in_layer = 0.0;
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delta_zv = 0.0;
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}
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else
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{
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vAltitude = H + delta_z;
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distance_in_layer = vAltitude/H * dist;
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vAltitude = min(distance_in_layer,visibility) * (-ct);
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delta_zv = vAltitude;
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}
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}
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// ground haze cannot be thinner than aloft visibility in the model,
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// so we need to use aloft visibility otherwise
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transmission_arg = (dist-distance_in_layer)/avisibility;
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float eqColorFactor;
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if (visibility < avisibility)
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{
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transmission_arg = transmission_arg + (distance_in_layer/visibility);
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// this combines the Weber-Fechner intensity
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eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
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}
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else
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{
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transmission_arg = transmission_arg + (distance_in_layer/avisibility);
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// this combines the Weber-Fechner intensity
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eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
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}
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transmission = fog_func(transmission_arg, alt);
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// there's always residual intensity, we should never be driven to zero
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if (eqColorFactor < 0.2) {eqColorFactor = 0.2;}
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float lightArg = (terminator-yprime_alt)/100000.0;
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vec3 hazeColor = get_hazeColor(lightArg);
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// now dim the light for haze
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eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
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// Mie-like factor
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if (lightArg < 10.0)
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{intensity = length(hazeColor);
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float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
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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)) );
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}
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// high altitude desaturation of the haze color
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intensity = length(hazeColor);
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hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
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// blue hue of haze
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hazeColor.x = hazeColor.x * 0.83;
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hazeColor.y = hazeColor.y * 0.9;
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// additional blue in indirect light
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float fade_out = max(0.65 - 0.3 *overcast, 0.45);
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intensity = length(hazeColor);
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hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
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// change haze color to blue hue for strong fogging
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//intensity = length(hazeColor);
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hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
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// reduce haze intensity when looking at shaded surfaces, only in terminator region
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float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
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hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
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// don't let the light fade out too rapidly
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lightArg = (terminator + 200000.0)/100000.0;
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float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
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vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
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hazeColor *= eqColorFactor * eShade;
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hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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// determine the right mix of transmission and haze
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fragColor.rgb = mix(hazeColor, fragColor.rgb,transmission);
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}
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fragColor.rgb = filter_combined(fragColor.rgb);
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gl_FragColor = fragColor;
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}
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