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fgdata/Shaders/secondary_lights.frag

102 lines
2.7 KiB
C++

// -*-C++-*-
#version 120
uniform int display_xsize;
uniform int display_ysize;
uniform float field_of_view;
uniform float view_pitch_offset;
uniform float view_heading_offset;
float light_distance_fading(in float dist)
{
return min(1.0, 10000.0/(dist*dist));
}
float fog_backscatter(in float avisibility)
{
return 0.5* min(1.0,10000.0/(avisibility*avisibility));
}
vec3 searchlight()
{
vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
float headlightIntensity;
float lightRadius = (float(display_xsize) *9.16 /field_of_view);
float angularDist = length(gl_FragCoord.xy -center);
if (angularDist < lightRadius)
{
headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
//headlightIntensity = headlightIntensity *
//headlightIntensity*= clamp(1.0 + 0.15 * log(1000.0/(dist*dist)),0.0,1.0);
return headlightIntensity * vec3 (0.5,0.5, 0.5);
}
else return vec3 (0.0,0.0,0.0);
}
vec3 flashlight(in vec3 color, in float radius)
{
vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
float headlightIntensity;
float lightRadius = (float(display_xsize) *radius /field_of_view);
float angularDist = length(gl_FragCoord.xy -center);
if (angularDist < lightRadius)
{
headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
return headlightIntensity * color;
}
else return vec3 (0.0,0.0,0.0);
}
vec3 landing_light(in float offset, in float offsetv)
{
float fov_h = field_of_view;
float fov_v = float(display_ysize)/float(display_xsize) * field_of_view;
float yaw_offset;
if (view_heading_offset > 180.0)
{yaw_offset = -360.0+view_heading_offset;}
else
{yaw_offset = view_heading_offset;}
float x_offset = (float(display_xsize) / fov_h * (yaw_offset + offset));
float y_offset = -(float(display_ysize) / fov_v * (view_pitch_offset + offsetv));
vec2 center = vec2 (float(display_xsize) * 0.5 + x_offset, float(display_ysize) * 0.4 + y_offset);
float landingLightIntensity;
float lightRadius = (float(display_xsize) *9.16 /field_of_view);
float angularDist = length(gl_FragCoord.xy -center);
if (angularDist < lightRadius)
{
landingLightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
//landingLightIntensity *= min(1.0, 10000.0/(dist*dist));
return landingLightIntensity * vec3 (0.5,0.5, 0.5);
}
else return vec3 (0.0,0.0,0.0);
}
vec3 addLights(in vec3 color1, in vec3 color2)
{
vec3 outcolor;
outcolor.r = 0.14 * log(exp(color1.r/0.14) + exp(color2.r/0.14));
outcolor.g = 0.14 * log(exp(color1.g/0.14) + exp(color2.g/0.14));
outcolor.b = 0.14 * log(exp(color1.b/0.14) + exp(color2.b/0.14));
return outcolor;
}