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vs 64e5abda41 WS30 shaders:
Add WS3 detailed technique using the "6" slot. Port the ALS haze, lighting, and math parts of the detailed and ultra shaders. The texture lookups are left out.

Shader selection based on terrain quality setting:

- Ultra - ws30-ALS-ultra frag/vert.

- High and Medium - ws30-ALS-detailed frag/vert. The shaders switch code paths based on quality level uniform.

- Low - ws30-ALS frag/vert.

Changelog:

ws30-ALS vertex shaders:

- Ambient colour material colour doesn't seem to be used in the vertex shader, and isn't sent to fragment shaders currently. Regional materials only define non-default ambient colour of vec4(0.0) for water, ocean etc. Otherwise the default value of vec4(0.2, 0.2, 0.2, 1.0) is used.

ws30-ALS.frag:

- Set alpha of color to diffuse_term.a, to be consistent with WS2 implementation.

ws30-ALS-ultra.frag and ws30-ALS-detailed.frag

- World pos is assigned a value to allow noise functions to compile.

- Swatch_size is temporarily set to 2000m instead of the xsize texture dimension to allow noise math to run while landclass search and texture arrays are being looked up. Swatch_size is used to adjust the wavelength of multiple overlay mixing noise wavelengths based on how far the textures are stretched (WiP WS2 feature). There are some noise calculations that could run while the first landclass lookup happens. If this is not enough, the selection of calculated noise wavelengths to add could change based on how far the textures are stretched, instead of changing the wavelengths at calculation time.

- Move photoscenery technique no "4" after technique no "7" without changing the index (in case the low index is needed for photoscenery). This makes viewing a diff with the WS2 effect easier.

Performance: Currently there's only 1 ground texture lookup and landclass transitions for that texture. The ultra shader looks up 5 more textures. Probably transitions for 1 more texture need to be supported, as often a base and overlay texture are mixed contributing heavily to visible colour. The math overhead is mostly present, except for noise math being better hidden than in the eventual version. Some of the texture array lookups in the full version may be hidden by the math - depending on GPU memory handling compared to calculation speed.
2021-11-10 00:25:09 +10:00
..
Fallback HDR: Organize shadow-related files and add screen space shadows 2021-08-24 23:38:56 +02:00
HDR HDR: Implement GTAO (Ground Truth Ambient Occlusion) 2021-09-01 04:26:03 +02:00
agriculture.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
airfield.eff Add clustered shading support to most Effects and shaders 2020-12-23 11:10:34 +01:00
birdswarm.eff ALS urban shader development, minor fixes 2016-08-08 09:19:22 +03:00
bowwave.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
building.eff Simplify building.eff, fix lack of orthoTexCoord 2021-04-25 21:36:02 +01:00
bumpspec.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
chrome.eff HDR: Use gl_VertexID instead of the MVP matrix in fullscreen passes 2021-08-31 18:02:38 +02:00
chute.eff Add clustered shading support to most Effects and shaders 2020-12-23 11:10:34 +01:00
cityLM.eff Maintenance: cityLM Effort 2021-02-27 00:26:39 -06:00
cliffs.eff Add clustered shading support to most Effects and shaders 2020-12-23 11:10:34 +01:00
cloud-impostor.eff More infrastructure for perception filtering of moonlight 2017-11-13 10:27:25 +02:00
cloud-models.eff Revert "UniformFactory: merge current uniform per <name> of effect" 2014-11-16 22:09:41 +01:00
cloud-noctilucent.eff More infrastructure for perception filtering of moonlight 2017-11-13 10:27:25 +02:00
cloud-static.eff ALS: Detailed scattering model for light on Cirrus clouds 2018-09-01 09:42:34 +03:00
cloud.eff ALS: New cloud rendering detail level with more dramatic Mie scattering at cloud fringes done inside fragment shader 2018-08-30 09:17:36 +03:00
clouds-box.eff Revert "UniformFactory: merge current uniform per <name> of effect" 2014-11-16 22:09:41 +01:00
clouds-layered.eff Revert "UniformFactory: merge current uniform per <name> of effect" 2014-11-16 22:09:41 +01:00
clouds-thick.eff Revert "UniformFactory: merge current uniform per <name> of effect" 2014-11-16 22:09:41 +01:00
clouds-thin.eff Revert "UniformFactory: merge current uniform per <name> of effect" 2014-11-16 22:09:41 +01:00
clouds-thinlayer.eff Revert "UniformFactory: merge current uniform per <name> of effect" 2014-11-16 22:09:41 +01:00
crop.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
cropgrass.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
dirt-runway.eff Add clustered shading support to most Effects and shaders 2020-12-23 11:10:34 +01:00
flutter.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
forest.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
glacier.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
glass.eff HDR: Better technique ordering 2021-08-31 18:42:21 +02:00
grass.eff Add clustered shading support to most Effects and shaders 2020-12-23 11:10:34 +01:00
herbtundra.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
hud.eff Another ALS HUD bugfix, cannot have two uniforms named the same 2017-04-19 09:52:53 +03:00
landmass-nowood.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
landmass-scrub.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
landmass.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
lfeat.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
light-cone.eff Revert "UniformFactory: merge current uniform per <name> of effect" 2014-11-16 22:09:41 +01:00
light-point.eff Make Compositor default 2020-11-16 13:46:30 +01:00
light-spot.eff Make Compositor default 2020-11-16 13:46:30 +01:00
lightmap.eff Fix inherits-from breaking lightmap.eff fallback 2021-04-22 10:29:59 +01:00
lightning.eff More work on rendering lighting in ALS, public domain NOAA image resources are gratefully acknowledged 2015-08-12 11:31:05 +03:00
material-diffuse.eff Revert "UniformFactory: merge current uniform per <name> of effect" 2014-11-16 22:09:41 +01:00
material-off.eff Revert "UniformFactory: merge current uniform per <name> of effect" 2014-11-16 22:09:41 +01:00
model-combined-deferred.eff Make Compositor default 2020-11-16 13:46:30 +01:00
model-combined-transparent.eff Better handling of transparent objects in Classic 2021-08-31 18:25:28 +02:00
model-combined.eff HDR: Use stencil buffer for optimization purposes 2021-08-23 12:44:26 +02:00
model-default.eff HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
model-interior-display.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
model-interior.eff Add clustered shading support to most Effects and shaders 2020-12-23 11:10:34 +01:00
model-pbr-transparent.eff HDR: Better technique ordering 2021-08-31 18:42:21 +02:00
model-pbr.eff HDR: Better technique ordering 2021-08-31 18:42:21 +02:00
model-transparent.eff HDR: Better technique ordering 2021-08-31 18:42:21 +02:00
model-wingflex.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
planet-aurora.eff Earthview 2.1 - parallax mapping for cloud layer, lightning at night, Rayleigh scattering in atmosphere and minor bugfixes 2017-04-05 16:50:31 +03:00
planet-cloudlayer.eff Remove requests to generate normals as these are no-ops, because 2020-05-03 07:29:34 +01:00
planet.eff Remove requests to generate normals as these are no-ops, because 2020-05-03 07:29:34 +01:00
procedural-light.eff Procedural aircraft lights for ALS - WIP 2016-02-03 09:13:30 +02:00
rain-layer.eff Groundwork for ALS g-force blackout filter, WIP 2017-03-03 19:50:13 +02:00
reflect-bump-spec.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
reflect.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
road-high.eff osm2city building, road, railway materials. 2017-05-09 14:16:44 +01:00
road-low.eff osm2city building, road, railway materials. 2017-05-09 14:16:44 +01:00
road-mid.eff osm2city building, road, railway materials. 2017-05-09 14:16:44 +01:00
road.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
rock.eff Add clustered shading support to most Effects and shaders 2020-12-23 11:10:34 +01:00
runway-dds.eff Revert "UniformFactory: merge current uniform per <name> of effect" 2014-11-16 22:09:41 +01:00
runway.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
scenery-lights.eff Fixed FOV side effect on light sprite size. 2021-09-04 13:41:02 +03:00
schemes.xml HDR: Optimize the G-Buffer and do not separate the occlusion texture 2021-08-27 00:03:43 +02:00
shadow-vol.eff Make Compositor default 2020-11-16 13:46:30 +01:00
shadow.eff Make Compositor default 2020-11-16 13:46:30 +01:00
skydome.eff HDR: Organize shadow-related files and add screen space shadows 2021-08-24 23:38:56 +02:00
space-combined.eff ALS model shader: allow dirt overlay to change surface reflectivity, add grain merge reflection type to space shader 2017-06-18 09:35:32 +03:00
space.eff Experimental additional lighting options for ALS model shaders 2016-07-31 10:29:02 +03:00
stars.eff HDR: Better technique ordering 2021-08-31 18:42:21 +02:00
surface-lights-directional.eff Extend ALS flitering to more effects 2016-03-18 09:32:34 +02:00
surface-lights.eff Extend ALS flitering to more effects 2016-03-18 09:32:34 +02:00
terrain-default.eff HDR: Use stencil buffer for optimization purposes 2021-08-23 12:44:26 +02:00
terrain-overlay.eff Fix terrain-overlay.eff not properly checking for geometry shaders 2021-04-02 21:44:17 +02:00
text-default.eff Add shaders for osgText 2021-05-14 22:45:36 +02:00
thrust-flame.eff Bugfix and noise seed option for ALS thrust flame shader 2017-04-17 10:30:49 +03:00
transition-base-dirt.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
transition-base-grass-inverse.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
transition-base-grass-rock.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
transition-base-rock.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
transition.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
tree-european-deciduous.eff European deciduous trees change autumn color in ALS 2015-02-18 10:35:00 +02:00
tree-european-mixed.eff European deciduous trees change autumn color in ALS 2015-02-18 10:35:00 +02:00
tree-forest.eff Prepare ALS tree shader for filtering, add functionality for (optional) agressive optimization 2016-03-26 09:02:51 +02:00
tree-grass.eff Random vegetation shadows for ALS 2015-02-20 09:55:13 +02:00
tree.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
urban.eff Reduce shader complexity and implement graphics presets 2021-03-31 04:05:34 +02:00
water-dds.eff Revert "UniformFactory: merge current uniform per <name> of effect" 2014-11-16 22:09:41 +01:00
water-inland.eff Cleanup: 2021-05-10 11:52:28 +02:00
water.eff HDR: Water rendering 2021-08-25 04:17:09 +02:00
ws30.eff WS30 shaders: 2021-11-10 00:25:09 +10:00
ws30water.eff HDR: Water rendering 2021-08-25 04:17:09 +02:00