Fix sky atmospherics in class1 to match class2 and Mid.

meow-7.2.2
Graham Linden 2019-06-18 10:40:54 -07:00
parent c1a586d7e4
commit 9d138b1440
4 changed files with 36 additions and 34 deletions

View File

@ -41,8 +41,6 @@ uniform vec4 gamma;
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
void main()
{
@ -53,14 +51,14 @@ void main()
vec4 color;
color = vary_HazeColor;
color.rgb *= 2.0f;
//color.rgb = scaleSoftClip(color.rgb);
//color.rgb = linear_to_srgb(color.rgb);
color.rgb *= 2.;
color.rgb = scaleSoftClip(color.rgb);
/// Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(color.rgb, 1.0);
frag_data[0] = vec4(color.rgb, 0.0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
gl_FragDepth = 0.99999f;
}

View File

@ -53,6 +53,7 @@ uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@ -60,11 +61,12 @@ void main()
{
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
//vec3 P = position.xyz + vec3(0,50,0);
vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
@ -78,6 +80,7 @@ void main()
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
// Initialize temp variables
@ -89,29 +92,30 @@ void main()
vec4 light_atten;
float dens_mul = density_multiplier;
float dist_mul = distance_multiplier;
float dist_mul = max(0.05, distance_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);
// Calculate relative weights
temp1 = blue_density + haze_density;
temp1 = abs(blue_density) + vec4(abs(haze_density));
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// 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);
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Distance
temp2.z = Plen * dens_mul;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z * dist_mul);
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
//temp1 = exp(-temp1 * temp2.z * dist_mul);
temp1 = exp(-temp1 * dist_mul);
// Compute haze glow
@ -128,35 +132,34 @@ void main()
// Add "minimum anti-solar illumination"
temp2.x += .25;
temp2.x *= sun_moon_glow_factor;
// Haze color above cloud
vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
// Final atmosphere additive
color *= (1. - temp1);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Final atmosphere additive
vary_HazeColor *= (1. - temp1);
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1));
color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
// won't compile on mac without this being set
//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
// Haze color above cloud
vary_HazeColor = color;
}

View File

@ -165,6 +165,8 @@ void main()
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
);
// Final atmosphere additive
color *= (1. - temp1);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient_color;
@ -178,8 +180,7 @@ void main()
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Final atmosphere additive
color *= (1. - temp1);
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
@ -201,6 +202,6 @@ void main()
/// Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(color.rgb, 1.0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
}

View File

@ -49,7 +49,7 @@ void main()
vec4 color;
color = vary_HazeColor;
color *= 2.;
color.rgb *= 2.;
/// Gamma correct for WL (soft clip effect).
frag_color.rgb = scaleSoftClip(color.rgb);
frag_color.a = 1.0;