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fgdata/Shaders/planet-high.frag

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C++

// -*-C++-*-
// Ambient term comes in gl_Color.rgb.
#version 120
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 ecViewDir;
varying vec3 VTangent;
uniform float visibility;
uniform float air_pollution;
uniform float moonlight;
uniform float sun_angle;
uniform bool use_clouds;
uniform bool use_cloud_shadows;
uniform bool use_overlay;
uniform sampler2D texture;
uniform sampler2D shadowtex;
uniform sampler2D grain_texture;
uniform sampler2D normal_texture;
float Noise2D(in vec2 coord, in float wavelength);
vec3 filter_combined (in vec3 color) ;
vec3 moonlight_perception (in vec3 light);
void main()
{
vec3 n;
float NdotL, NdotHV;
vec4 color = gl_Color;
vec3 lightDir = normalize(gl_LightSource[0].position.xyz);
vec3 halfVector = normalize(lightDir + normalize(ecViewDir));
vec4 texel;
vec4 shadowTexel;
vec4 grainTexel;
vec4 fragColor;
vec4 specular = vec4(0.0);
// 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 = normalize(n);
float parallaxFactor = max(1.0 - dot(normalize(ecViewDir), n),0.0);
vec3 VBinormal;
VBinormal = normalize(cross(normal, VTangent));
float xOffset1 = -1.0 * dot(ecViewDir, normalize(VTangent));
float yOffset1 = -1.0 * dot(ecViewDir, VBinormal);
vec2 grad_dir = normalize (vec2 (xOffset1, yOffset1));
vec4 nmap = texture2D(normal_texture, gl_TexCoord[0].st);
float hmap = 1.0 - nmap.a;
nmap = texture2D(normal_texture, gl_TexCoord[0].st - 0.0005 * grad_dir * hmap * 2.0 * parallaxFactor);
// nmap.rgb should not be normalized, it adversely modifies N = 2 nmap - 1
// nmap.rgb = normalize(nmap.rgb);
//if (nmap.b < 0.0) {nmap.b = -nmap.b;}
vec3 N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * normalize(VTangent) * 0.6 + N.y * VBinormal * 0.6 + N.z * n);
float xOffset = -0.005 * dot(lightDir, normalize(VTangent));
float yOffset = -0.005 * dot(lightDir, VBinormal);
if ((use_cloud_shadows)&&(use_clouds))
{shadowTexel = texture2D(shadowtex, vec2(gl_TexCoord[0].s-xOffset, gl_TexCoord[0].t-yOffset));}
else
{shadowTexel = vec4 (0.0,0.0,0.0,0.0);}
texel = texture2D(texture, gl_TexCoord[0].st - 0.0005 * grad_dir * hmap * 2.0 * parallaxFactor);
float night_light = (1.0 -texel.a);
texel.a = 1.0;
grainTexel = texture2D(grain_texture, gl_TexCoord[0].st * 40.0);
float noise = Noise2D( gl_TexCoord[0].st, 0.00005);
noise += Noise2D( gl_TexCoord[0].st, 0.0002);
noise += Noise2D( gl_TexCoord[0].st, 0.0001);
noise= noise/3.0;
vec3 light_specular = vec3 (1.0, 1.0, 1.0);
NdotL = dot(N, lightDir);
float NdotLraw = NdotL;
// due to atmosphere scattering, we should make this harder
NdotL = smoothstep(-0.2 ,0.2,NdotL);
// fog does not feel normal map
float NdotLfog = smoothstep(-0.2 , 0.2, dot(n, lightDir));
float intensity = length(diffuse_term);
vec4 dawn = intensity * normalize (vec4 (1.0,0.5,0.3,1.0));
vec4 diff_term = mix(dawn, diffuse_term, smoothstep(0.0, 0.3, NdotL));
intensity = length(light_specular);
light_specular = mix(dawn.rgb, light_specular, smoothstep(0.0, 0.4, NdotL));
float oceanness = smoothstep(0.0, 0.1,length(texel.rgb - vec3 (0.007,0.019, 0.078)));
float specular_enhancement = 4.0 * (1.0 - oceanness);
if (use_overlay) {
//texel.rgb = mix(texel.rgb, grainTexel.rgb, 0.4* grainTexel.a * oceanness);
texel.rgb = texel.rgb * (0.85 + 0.3 * noise);
texel.r = smoothstep(0.0, 0.95, texel.r);
texel.g = smoothstep(0.0, 0.95, texel.g);
texel.b = smoothstep(0.0, 0.95, texel.b);
float intensity = length(texel.rgb);
texel.rgb = mix(texel.rgb, intensity * vec3 (1.0,1.0,1.0), 0.3);
}
//texel.rgb = vec3 (0.5,0.5,0.5);
// strictly positive produces visible hard cut
if (NdotL >= 0.0) {
color += diff_term * NdotL * (1.0-shadowTexel.a);
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb * specular_enhancement
* light_specular * (1.0-shadowTexel.a)
* pow(NdotHV, gl_FrontMaterial.shininess));
}
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
moonLightColor = moonlight_perception (moonLightColor);
color.rgb += moonLightColor;
color.a = diffuse_term.a;
// 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);
fragColor = color * texel + specular;
float night_light_factor = night_light * (1.0 - smoothstep(-0.3, 0.0, NdotLraw));
float noise_factor = (0.4 + 0.6* smoothstep(0.7 - 0.4* night_light,0.9 - 0.4 * night_light,noise));
night_light_factor *= noise_factor;
vec3 light_color = vec3(1.0, 0.7, 0.3);
vec3 central_light_color = vec3 (1.0, 1.0, 1.0);
light_color = mix(light_color, central_light_color, smoothstep(0.3, 0.6,noise*noise * night_light));
fragColor.rgb += light_color * night_light_factor * 1.4;
float angle = dot(normalize(ecViewDir), normalize(normal));
float distance_through_atmosphere = min(10.0 / (abs(angle)+0.001),500.0);
float fogLighting = clamp(NdotLfog,0.0,1.0) * length(diff_term.rgb/1.73);
vec4 fogColor = vec4 (0.83,0.9,1.0,1.0) * fogLighting;
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * fogLighting;
float heightFactor = exp(-hmap * 0.8);
distance_through_atmosphere *= heightFactor;
float fogFactor = exp(-distance_through_atmosphere/(visibility/1000.0));
float rayleighFactor = exp(-distance_through_atmosphere/(300.0 / (1.0 + 4.0 * air_pollution)) );
fragColor.rgb = mix(rayleighColor, fragColor.rgb, rayleighFactor);
fragColor = mix(fogColor, fragColor, fogFactor);
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = clamp(fragColor, 0.0, 1.0);
}