SL-13768 de-obfuscate cloud/sky vertex shaders
parent
7396879ef6
commit
0f80162dcf
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@ -94,75 +94,66 @@ void main()
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vary_texcoord3 = vary_texcoord1 * 16.;
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// Get relative position
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vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
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altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
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// Set altitude
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if (P.y > 0.)
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if (rel_pos.y > 0.)
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{
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P *= (max_y / P.y);
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rel_pos *= (max_y / rel_pos.y);
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}
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else
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{
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altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
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P *= (-32000. / P.y);
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rel_pos *= (-32000. / rel_pos.y);
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}
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// Can normalize then
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vec3 Pn = normalize(P);
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float Plen = length(P);
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vec3 rel_pos_norm = normalize(rel_pos);
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float rel_pos_len = length(rel_pos);
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// Initialize temp variables
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vec4 temp1 = vec4(0.);
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vec4 temp2 = vec4(0.);
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vec4 blue_weight;
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vec4 haze_weight;
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//vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
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vec4 sunlight = sunlight_color;
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vec4 light_atten;
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float dens_mul = density_multiplier;
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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// Calculate relative weights
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temp1 = abs(blue_density) + vec4(abs(haze_density));
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blue_weight = blue_density / temp1;
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haze_weight = haze_density / temp1;
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vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
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vec4 blue_weight = blue_density / combined_haze;
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vec4 haze_weight = haze_density / combined_haze;
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// Compute sunlight from P & lightnorm (for long rays like sky)
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temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
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float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
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sunlight *= exp( - light_atten * off_axis);
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// Distance
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temp2.z = Plen * dens_mul;
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float density_dist = rel_pos_len * density_multiplier;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
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// Transparency (-> combined_haze)
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// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z);
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combined_haze = exp(-combined_haze * density_dist);
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// Compute haze glow
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temp2.x = dot(Pn, lightnorm.xyz);
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temp2.x = 1. - temp2.x;
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// temp2.x is 0 at the sun and increases away from sun
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temp2.x = max(temp2.x, .001);
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float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
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// haze_glow is 0 at the sun and increases away from sun
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haze_glow = max(haze_glow, .001);
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// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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temp2.x *= glow.x;
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haze_glow *= glow.x;
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// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
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temp2.x = pow(temp2.x, glow.z);
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haze_glow = pow(haze_glow, glow.z);
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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temp2.x *= sun_moon_glow_factor;
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haze_glow *= sun_moon_glow_factor;
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// Add "minimum anti-solar illumination"
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// For sun, add to glow. For moon, remove glow entirely. SL-13768
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temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
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haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
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// Increase ambient when there are more clouds
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vec4 tmpAmbient = ambient_color;
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@ -173,23 +164,22 @@ void main()
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// Haze color below cloud
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vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)
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);
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// CLOUDS
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temp2.y = max(0., lightnorm.y * 2.);
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
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sunlight *= exp( - light_atten * off_axis);
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// Cloud color out
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vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
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vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
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vary_CloudColorAmbient = tmpAmbient * cloud_color;
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// Attenuate cloud color by atmosphere
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temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
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vary_CloudColorSun *= temp1;
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vary_CloudColorAmbient *= temp1;
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vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
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combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds
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vary_CloudColorSun *= combined_haze;
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vary_CloudColorAmbient *= combined_haze;
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vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
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// Make a nice cloud density based on the cloud_shadow value that was passed in.
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vary_CloudDensity = 2. * (cloud_shadow - 0.25);
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@ -70,77 +70,69 @@ void main()
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gl_Position = pos;
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// Get relative position
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vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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// Set altitude
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if (P.y > 0.)
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if (rel_pos.y > 0.)
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{
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P *= (max_y / P.y);
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rel_pos *= (max_y / rel_pos.y);
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}
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else
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{
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P *= (-32000. / P.y);
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rel_pos *= (-32000. / rel_pos.y);
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}
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// Can normalize then
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vec3 Pn = normalize(P);
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vec3 rel_pos_norm = normalize(rel_pos);
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float Plen = length(P);
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float rel_pos_len = length(rel_pos);
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// Initialize temp variables
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vec4 temp1 = vec4(0.);
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vec4 temp2 = vec4(0.);
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vec4 blue_weight;
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vec4 haze_weight;
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vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
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vec4 light_atten;
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float dens_mul = density_multiplier;
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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// Calculate relative weights
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temp1 = abs(blue_density) + vec4(abs(haze_density));
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blue_weight = blue_density / temp1;
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haze_weight = haze_density / temp1;
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vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
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vec4 blue_weight = blue_density / combined_haze;
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vec4 haze_weight = haze_density / combined_haze;
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// Compute sunlight from P & lightnorm (for long rays like sky)
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temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
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float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
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sunlight *= exp( - light_atten * off_axis);
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// Distance
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temp2.z = Plen * dens_mul;
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float density_dist = rel_pos_len * density_multiplier;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
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// Transparency (-> combined_haze)
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// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z);
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combined_haze = exp(-combined_haze * density_dist);
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// Compute haze glow
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temp2.x = dot(Pn, lightnorm.xyz);
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temp2.x = 1. - temp2.x;
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// temp2.x is 0 at the sun and increases away from sun
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temp2.x = max(temp2.x, .001);
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float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
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// haze_glow is 0 at the sun and increases away from sun
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haze_glow = max(haze_glow, .001);
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// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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temp2.x *= glow.x;
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haze_glow *= glow.x;
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// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
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temp2.x = pow(temp2.x, glow.z);
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haze_glow = pow(haze_glow, glow.z);
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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// Add "minimum anti-solar illumination"
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// For sun, add to glow. For moon, remove glow entirely. SL-13768
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temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
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haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
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vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
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+ (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)
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);
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// Final atmosphere additive
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color *= (1. - temp1);
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color *= (1. - combined_haze);
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// Increase ambient when there are more clouds
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vec4 tmpAmbient = ambient_color;
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@ -151,14 +143,14 @@ void main()
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// Haze color below cloud
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vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)
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);
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// Attenuate cloud color by atmosphere
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temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
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combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds
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// At horizon, blend high altitude sky color towards the darker color below the clouds
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color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
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color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
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// Haze color above cloud
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vary_HazeColor = color;
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@ -94,75 +94,66 @@ void main()
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vary_texcoord3 = vary_texcoord1 * 16.;
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// Get relative position
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vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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// fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude
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altitude_blend_factor = clamp((P.y + 512.0) / max_y, 0.0, 1.0);
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altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
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// Set altitude
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if (P.y > 0.)
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if (rel_pos.y > 0.)
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{
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P *= (max_y / P.y);
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rel_pos *= (max_y / rel_pos.y);
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}
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else
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{
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P *= (-32000. / P.y);
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rel_pos *= (-32000. / rel_pos.y);
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}
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// Can normalize then
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vec3 Pn = normalize(P);
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float Plen = length(P);
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vec3 rel_pos_norm = normalize(rel_pos);
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float rel_pos_len = length(rel_pos);
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// Initialize temp variables
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vec4 temp1 = vec4(0.);
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vec4 temp2 = vec4(0.);
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vec4 blue_weight;
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vec4 haze_weight;
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//vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
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vec4 sunlight = sunlight_color;
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vec4 light_atten;
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float dens_mul = density_multiplier;
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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// Calculate relative weights
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temp1 = abs(blue_density) + vec4(abs(haze_density));
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blue_weight = blue_density / temp1;
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haze_weight = haze_density / temp1;
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vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
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vec4 blue_weight = blue_density / combined_haze;
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vec4 haze_weight = haze_density / combined_haze;
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// Compute sunlight from P & lightnorm (for long rays like sky)
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temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
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float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
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sunlight *= exp( - light_atten * off_axis);
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// Distance
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temp2.z = Plen * dens_mul;
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float density_dist = rel_pos_len * density_multiplier;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
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// Transparency (-> combined_haze)
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// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z);
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combined_haze = exp(-combined_haze * density_dist);
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// Compute haze glow
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temp2.x = dot(Pn, lightnorm.xyz);
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temp2.x = 1. - temp2.x;
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// temp2.x is 0 at the sun and increases away from sun
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temp2.x = max(temp2.x, .001);
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float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
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// haze_glow is 0 at the sun and increases away from sun
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haze_glow = max(haze_glow, .001);
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// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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temp2.x *= glow.x;
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haze_glow *= glow.x;
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// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
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temp2.x = pow(temp2.x, glow.z);
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haze_glow = pow(haze_glow, glow.z);
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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temp2.x *= sun_moon_glow_factor;
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haze_glow *= sun_moon_glow_factor;
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// Add "minimum anti-solar illumination"
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// For sun, add to glow. For moon, remove glow entirely. SL-13768
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temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
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haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
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// Increase ambient when there are more clouds
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vec4 tmpAmbient = ambient_color;
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@ -173,23 +164,22 @@ void main()
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// Haze color below cloud
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vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)
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);
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// CLOUDS
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temp2.y = max(0., lightnorm.y * 2.);
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
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sunlight *= exp( - light_atten * off_axis);
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// Cloud color out
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vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
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vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
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vary_CloudColorAmbient = tmpAmbient * cloud_color;
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// Attenuate cloud color by atmosphere
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temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
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vary_CloudColorSun *= temp1;
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vary_CloudColorAmbient *= temp1;
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vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
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combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds
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vary_CloudColorSun *= combined_haze;
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vary_CloudColorAmbient *= combined_haze;
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vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
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// Make a nice cloud density based on the cloud_shadow value that was passed in.
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vary_CloudDensity = 2. * (cloud_shadow - 0.25);
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|
@ -66,77 +66,69 @@ void main()
|
|||
gl_Position = pos;
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||||
|
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// Get relative position
|
||||
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
|
||||
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0,50,0);
|
||||
|
||||
// Set altitude
|
||||
if (P.y > 0.)
|
||||
if (rel_pos.y > 0.)
|
||||
{
|
||||
P *= (max_y / P.y);
|
||||
rel_pos *= (max_y / rel_pos.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
P *= (-32000. / P.y);
|
||||
rel_pos *= (-32000. / rel_pos.y);
|
||||
}
|
||||
|
||||
// Can normalize then
|
||||
vec3 Pn = normalize(P);
|
||||
vec3 rel_pos_norm = normalize(rel_pos);
|
||||
|
||||
float Plen = length(P);
|
||||
float rel_pos_len = length(rel_pos);
|
||||
|
||||
// Initialize temp variables
|
||||
vec4 temp1 = vec4(0.);
|
||||
vec4 temp2 = vec4(0.);
|
||||
vec4 blue_weight;
|
||||
vec4 haze_weight;
|
||||
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
|
||||
vec4 light_atten;
|
||||
|
||||
float dens_mul = density_multiplier;
|
||||
|
||||
// Sunlight attenuation effect (hue and brightness) due to atmosphere
|
||||
// this is used later for sunlight modulation at various altitudes
|
||||
light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
|
||||
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
|
||||
|
||||
// Calculate relative weights
|
||||
temp1 = abs(blue_density) + vec4(abs(haze_density));
|
||||
blue_weight = blue_density / temp1;
|
||||
haze_weight = haze_density / temp1;
|
||||
vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
|
||||
vec4 blue_weight = blue_density / combined_haze;
|
||||
vec4 haze_weight = haze_density / combined_haze;
|
||||
|
||||
// Compute sunlight from P & lightnorm (for long rays like sky)
|
||||
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
|
||||
temp2.y = 1. / temp2.y;
|
||||
sunlight *= exp( - light_atten * temp2.y);
|
||||
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
|
||||
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
|
||||
sunlight *= exp( - light_atten * off_axis);
|
||||
|
||||
// Distance
|
||||
temp2.z = Plen * dens_mul;
|
||||
float density_dist = rel_pos_len * density_multiplier;
|
||||
|
||||
// Transparency (-> temp1)
|
||||
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
|
||||
// Transparency (-> combined_haze)
|
||||
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
|
||||
// compiler gets confused.
|
||||
temp1 = exp(-temp1 * temp2.z);
|
||||
combined_haze = exp(-combined_haze * density_dist);
|
||||
|
||||
// Compute haze glow
|
||||
temp2.x = dot(Pn, lightnorm.xyz);
|
||||
temp2.x = 1. - temp2.x;
|
||||
// temp2.x is 0 at the sun and increases away from sun
|
||||
temp2.x = max(temp2.x, .001);
|
||||
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
|
||||
// haze_glow is 0 at the sun and increases away from sun
|
||||
haze_glow = max(haze_glow, .001);
|
||||
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
|
||||
temp2.x *= glow.x;
|
||||
haze_glow *= glow.x;
|
||||
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
|
||||
temp2.x = pow(temp2.x, glow.z);
|
||||
haze_glow = pow(haze_glow, glow.z);
|
||||
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
|
||||
|
||||
// Add "minimum anti-solar illumination"
|
||||
// For sun, add to glow. For moon, remove glow entirely. SL-13768
|
||||
temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);
|
||||
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
|
||||
|
||||
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
|
||||
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
|
||||
+ (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)
|
||||
);
|
||||
|
||||
|
||||
// Final atmosphere additive
|
||||
color *= (1. - temp1);
|
||||
color *= (1. - combined_haze);
|
||||
|
||||
// Increase ambient when there are more clouds
|
||||
vec4 tmpAmbient = ambient_color;
|
||||
|
|
@ -147,14 +139,14 @@ void main()
|
|||
|
||||
// Haze color below cloud
|
||||
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
|
||||
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
|
||||
+ (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)
|
||||
);
|
||||
|
||||
// Attenuate cloud color by atmosphere
|
||||
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
|
||||
combined_haze = sqrt(combined_haze); //less atmos opacity (more transparency) below clouds
|
||||
|
||||
// At horizon, blend high altitude sky color towards the darker color below the clouds
|
||||
color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
|
||||
color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze));
|
||||
|
||||
// Haze color above cloud
|
||||
vary_HazeColor = color;
|
||||
|
|
|
|||
Loading…
Reference in New Issue