Squashed commit of the following: commit e7c89ffb600d1bf5cee2936b7dbff31089452745 Author: vs <vs2009@mail.com> Date: Fri Nov 5 23:44:35 2021 +1000 WS30 shaders: - WS30-ALS and WS30-ALS-ultra fargment and vertex shaders: Fix NDotL being used before it is initialised. Rename varying diffuse_term from WS2 terrain shaders to light_diffuse_comp as the full diffuse term is not calculated until the fragment shader. - WS30-ALS-ultra.frag: Enable haze and lighting by default. commit 9b55ad051a8d7f3568dfdcd6890655942999e8d0 Author: vs <vs2009@mail.com> Date: Wed Nov 3 22:50:29 2021 +1000 WS30 terrain shaders: ws30-ALS-ultra.frag - For power users looking to profile transitions on different GPUs: The test phase toggles and settings for different transition options are available at the start of ws30-ALS-ultra.frag, along with explanations, and how to get accurate profile results on different GPUs. Just need to change a few numbers, save, and debug menu > configure dev extensions > reload shaders to activate. - Note: at a minimum, small scale transitions to remove the 'squareness' due to the landclass texture need to be used even on old GPUs. - All transition options are off by default. ws30-ALS-ultra.frag is active when the terrain quality slider is set to Ultra. Start by turning one of small or large scale transitions. - Texture mixing for small and large scale transitions don't work together, to reduce texture lookups. Turn one off when using the other. - Landclasses with contrasting colours make transition issues more visble. The driver control panel texture filtering settings reduces issues with seams at landclass borders. - ws30-ALS.frag is left untouched in this commit, for comparison and reviewing. ws30-ALS.frag is active when terrain quality slider is set High to Low. Changes: - Implement large scale transitions and small scale de-pixelisation of landclasses by searching the landclass texture. Several options and quality levels are available for profiling on different GPUs. - There are fixes for multiple issues dealing with texture rendering. Changelog: 1.0 - Small-scale transitions: -- a) Remove squareness due to landclass texture by growing neighbour landclasses onto others depending on a growth priority. This feature uses 2 landclass texture lookups, 1 noise lookup, and only 1 ground texture lookup per point. For now the growth priority is simply the landclass id number. If this approach is used, growth priority would be a materials parameter. A way to set default growth priority by landclass via an xml file would be needed. There is flickering noise at long ranges due to small scale detail in the noise function used for growing landclasses. Partial derivative are used to turn off the feature, but turning off the feature too quickly still shows some square ness in distant landclasses. -- b) Reduce squareness due to landclass texture by mixing base textures of neighbouring landclasses. This is not perfect, as perfectly square shapes turn into perfectly square shapes with perfectly smudged edges. This uses 2 landclass texture lookups, and 2-3 ground texture lookups. -- c) - a) and b) can be run at once. This option will also fade the growths gradually with distance. This uses 2 landclass texture lookups, 1 noise lookup, and 2-3 ground texture lookups. 2.0 - Large scale transitions: -- a) Implemented by searching the landclass texture. The search pattern is current landlcass for the fragment at the center, and n search points in four directions along the s and t axes forming a cross. The search directions are configurable in the code, adn a minimum of 3 directions are needed. The step size is configurable. The fewer the steps, the larger the bands formed in the transitions. There are 1+4*n landclass lookups per n search points. e.g. 1 search point: 5 lookups, 4 search points:17 lookups, 10 search points: 41 lookups. -- b) An option to dither the transition bands by adding mixing noise is availble. This breaks up the visual impact of bands. -- c) There is some functionality to grow neighbours on a large scale. No growth priority is used - bothe neighbours will lose definition. A more advanced implementation can use several material parameters to define the nature of the transition: some transitions are very sharp in nature like with agriculture, other transitions can be very gradual, some transitions are patchy. Materials can have competing parameters, to determine which neighbour grows or has a shorter transition on one side. These parameters will need a way of specifying defaults by landclass. 3.0 - Fixes -- a) - Fix seams at landclass borders. These are caused by different ground textures being stretched by different amounts. At the border, an incorrect mip-map level is looked up, causing a colour disontinuity in addition to the difference between landclasses. The reason the mip-map LoD is incorrect is because GPUs use 4 neighbouring pixels to figure out how fast texture coordinates change with respect to screenspace x and y (i.e. partial derivaitves), and use that information to pick a mip-map level. At a landlcass border, this calculation is incorrect. -- b) Fix seams at borders caused by the current detiling function. This is due to the detiling function changing the amount textures are stretched, as well as messing with coordinates. -- c) The solution to a) and b) is to use textureGrad() to lookup textures. It allows specifying partial derivatives. The partial derivatives for the normal texture coordinates are obtained by built-in funcions, and these need to be multiplied by each stretching factor, including different stretching inside conditionals. All future texture lookups that use custom coordinate scaling/manipulation need to use textureGrad. This fixes various signs of incorrect mip-map lod with distance and view angle (textures look stable/solid). -- d) Fix ground textures being stretched out of proportion in the detiling function. This is caused by tile dimensions not being unequal and texture stretching.
328 lines
10 KiB
C++
328 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 light_diffuse_comp;
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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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<<<<<<< HEAD
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vec4 color = mat_diffuse * (gl_Color + NdotL * gl_LightSource[0].diffuse);
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=======
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vec4 color = gl_Color;
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>>>>>>> e7c89ffb600d1bf5cee2936b7dbff31089452745
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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 += (light_diffuse_comp * mat_diffuse) * 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 = light_diffuse_comp.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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