a3a8f9123e
- Remove all Compositor Effects and Shaders. - Unify the low-spec and ALS pipelines in a single pipeline called 'Classic'. - Readd shadow mapping. - Move the WS30 Effect and fragment shader out of the Compositor-specific directories.
173 lines
5.4 KiB
C++
173 lines
5.4 KiB
C++
// -*-C++-*-
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#version 120
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#define MAX_LAYERS 8
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#define MAX_DISTANCE 3000.0
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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 overlay_bias;
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uniform float season;
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uniform float dust_cover_factor;
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uniform float overlay_max_height;
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uniform float overlay_hardness;
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uniform float overlay_density;
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uniform float overlay_scale;
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uniform float overlay_steepness_factor;
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uniform float overlay_brightness_bottom;
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uniform float overlay_brightness_top;
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uniform float overlay_secondary_hardness;
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uniform float overlay_secondary_density;
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uniform float snowlevel;
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uniform float wetness;
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uniform float snow_thickness_factor;
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uniform int overlay_autumn_flag;
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uniform int overlay_secondary_flag;
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uniform int cloud_shadow_flag;
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uniform sampler2D overlayPrimaryTex;
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uniform sampler2D overlaySecondaryTex;
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uniform float osg_SimulationTime;
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varying vec2 g_rawpos; // Horizontal position in model space
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varying float g_distance_to_eye; // Distance to the camera. Layers were disregarded
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varying vec3 g_normal;
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varying float g_altitude;
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varying float g_layer; // The layer where the fragment lives (0-1 range)
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float rand2D(in vec2 co);
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float Noise2D(in vec2 co, in float wavelength);
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vec3 filter_combined (in vec3 color) ;
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float shadow_func_nearest (in float x, in float y, in float noise, in float dist);
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float getShadowing();
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void main()
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{
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if (g_distance_to_eye > MAX_DISTANCE) {discard;}
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vec2 texCoord = gl_TexCoord[0].st;
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vec2 pos_rotated = vec2 (0.707 * g_rawpos.x + 0.707 * g_rawpos.y, 0.707 * g_rawpos.x - 0.707 * g_rawpos.y);
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//float noise_1m = 0.5 * Noise2D(pos_rotated.xy, 1.0 * overlay_scale);
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//noise_1m += 0.5 * Noise2D(g_rawpos.xy, 1.1 * overlay_scale);
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float noise_1m = Noise2D(pos_rotated.xy, 1.0 * overlay_scale);
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float noise_2m = Noise2D(g_rawpos.xy, 2.0 * overlay_scale); ;
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float noise_10m = Noise2D(g_rawpos.xy, 10.0 * overlay_scale);
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float value = 0.0;
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float d_fade =smoothstep(100.0, MAX_DISTANCE, g_distance_to_eye);
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float steepness = dot (normalize(g_normal), vec3 (0.0, 0.0, 1.0));
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float steepness_bias = smoothstep(overlay_steepness_factor, overlay_steepness_factor + 0.1, steepness);
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float overlayPattern = 0.2 * noise_10m + 0.3 * noise_2m + 0.5 * noise_1m - 0.2 * g_layer - 0.1 + 0.2 * overlay_density ;
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overlayPattern *= steepness_bias;
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float secondaryPattern = 0.2 * (1.0-noise_10m) + 0.3 * (1.0-noise_2m) + 0.5 * (1.0-noise_1m) - 0.4 * g_layer - 0.2 + 0.2 * overlay_secondary_density ;
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secondaryPattern *= overlay_secondary_flag;
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float secondaryMix = 0.0;
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if (overlayPattern > 0.5)
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{
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value = smoothstep(0.5, (0.8 - 0.25 * overlay_hardness), overlayPattern);
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}
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else if (secondaryPattern > 0.5)
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{
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value = smoothstep(0.5, (0.8 - 0.25 * overlay_secondary_hardness), secondaryPattern);
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secondaryMix = 1.0;
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}
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else {discard;}
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vec3 texel = texture2D(overlayPrimaryTex, texCoord * 20.0).rgb;
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vec3 secondary_texel = texture2D(overlaySecondaryTex, texCoord * 20.0).rgb;
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// autumn coloring
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if (overlay_autumn_flag == 1)
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{
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texel.r = min(1.0, (1.0 + 2.5 * 0.1 * season) * texel.r);
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texel.g = texel.g;
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texel.b = max(0.0, (1.0 - 4.0 * 0.1 * season) * texel.b);
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float intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
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texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
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}
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texel = mix (texel, secondary_texel, secondaryMix);
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float layer_arg = mix(g_layer, 1.0, smoothstep(250.0, 5000.0, g_distance_to_eye));
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texel.rgb *= (overlay_brightness_bottom + (overlay_brightness_top - overlay_brightness_bottom) * g_layer);
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texel.rgb *= (1.0 - 0.5 * wetness);
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// dust overlay
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const vec3 dust_color = vec3 (0.76, 0.65, 0.45);
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texel = mix (texel, dust_color, 0.7 * dust_cover_factor);
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// snow overlay
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//vec3 snow_texel = vec3 (0.95, 0.95, 0.95);
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float snow_factor = 0.2+0.8* smoothstep(0.2,0.8, 0.3 + 0.5 * snow_thickness_factor +0.0001*(g_altitude -snowlevel) );
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snow_factor *= smoothstep(0.5, 0.7, steepness);
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snow_factor *= smoothstep(g_layer - 0.1, g_layer , snow_factor + 0.2);
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//texel.rgb = mix(texel.rgb, snow_texel.rgb, snow_factor * smoothstep(snowlevel, snowlevel+200.0, g_altitude - 100.0));
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value *= (1.0 - snow_factor * smoothstep(snowlevel, snowlevel+200.0, g_altitude - 100.0));
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// do a conservative simple fog model, fading to alpha
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float min_visibility = min(visibility, avisibility);
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float base_alpha = clamp(0.4 * overlay_max_height/0.3, 0.4, 1.0);
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value*= base_alpha * (1.0 - d_fade);
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float targ = 8.0 * g_distance_to_eye/min_visibility;
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value *= exp(-targ - targ * targ * targ * targ);
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value= clamp(value, 0.0, 1.0);
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// cloud shadows
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float cloud_shade = 1.0;
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if (cloud_shadow_flag == 1)
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{
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vec2 eyePos = (gl_ModelViewMatrixInverse * vec4 (0.0, 0.0, 0.0, 1.0)).xy;
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vec2 relPos = g_rawpos - eyePos;
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cloud_shade = shadow_func_nearest(relPos.x, relPos.y, 1.0, g_distance_to_eye);
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}
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// lighting is very simple, the ground underneath should do most of it
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vec3 N = normalize (gl_NormalMatrix * g_normal);
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float NdotL = 0.5 + 1.0 * clamp(dot (N, gl_LightSource[0].position.xyz), 0.0, 1.0) * cloud_shade * getShadowing();
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texel *= length(gl_LightSource[0].diffuse.rgb)/1.73 * scattering * NdotL;
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texel = clamp(texel, 0.0, 1.0);
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vec4 fragColor = vec4 (texel, value);
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fragColor.rgb = filter_combined(fragColor.rgb);
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fragColor = clamp(fragColor, 0.0, 1.0);
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gl_FragColor = fragColor;
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}
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