Fix sky atmospherics in class1 to match class2 and Mid.
parent
c1a586d7e4
commit
9d138b1440
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@ -41,8 +41,6 @@ uniform vec4 gamma;
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/// Soft clips the light with a gamma correction
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vec3 scaleSoftClip(vec3 light);
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vec3 srgb_to_linear(vec3 c);
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vec3 linear_to_srgb(vec3 c);
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void main()
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{
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@ -53,14 +51,14 @@ void main()
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vec4 color;
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color = vary_HazeColor;
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color.rgb *= 2.0f;
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//color.rgb = scaleSoftClip(color.rgb);
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//color.rgb = linear_to_srgb(color.rgb);
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color.rgb *= 2.;
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color.rgb = scaleSoftClip(color.rgb);
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/// Gamma correct for WL (soft clip effect).
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frag_data[0] = vec4(color.rgb, 1.0);
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frag_data[0] = vec4(color.rgb, 0.0);
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frag_data[1] = vec4(0.0,0.0,0.0,0.0);
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frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
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frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
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gl_FragDepth = 0.99999f;
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}
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@ -53,6 +53,7 @@ uniform float distance_multiplier;
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uniform float max_y;
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uniform vec4 glow;
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uniform float sun_moon_glow_factor;
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uniform vec4 cloud_color;
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@ -60,11 +61,12 @@ void main()
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{
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// World / view / projection
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
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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 P = position.xyz + vec3(0,50,0);
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vec3 P = pos.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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@ -78,6 +80,7 @@ void main()
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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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// Initialize temp variables
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@ -89,29 +92,30 @@ void main()
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vec4 light_atten;
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float dens_mul = density_multiplier;
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float dist_mul = distance_multiplier;
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float dist_mul = max(0.05, distance_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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// Calculate relative weights
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temp1 = blue_density + haze_density;
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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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// 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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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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// Distance
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temp2.z = Plen * dens_mul;
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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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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z * dist_mul);
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// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
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// compiler gets confused.
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//temp1 = exp(-temp1 * temp2.z * dist_mul);
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temp1 = exp(-temp1 * dist_mul);
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// Compute haze glow
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@ -128,35 +132,34 @@ void main()
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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temp2.x *= sun_moon_glow_factor;
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// Haze color above cloud
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vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient_color)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
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);
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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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);
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// Final atmosphere additive
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color *= (1. - temp1);
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// Increase ambient when there are more clouds
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vec4 tmpAmbient = ambient_color;
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tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
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tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
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// Dim sunlight by cloud shadow percentage
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sunlight *= (1. - cloud_shadow);
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sunlight *= max(0.0, (1. - cloud_shadow));
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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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);
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// Final atmosphere additive
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vary_HazeColor *= (1. - temp1);
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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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// At horizon, blend high altitude sky color towards the darker color below the clouds
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vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1));
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color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
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// won't compile on mac without this being set
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//vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
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// Haze color above cloud
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vary_HazeColor = color;
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}
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@ -165,6 +165,8 @@ void main()
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color)
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);
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// Final atmosphere additive
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color *= (1. - temp1);
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// Increase ambient when there are more clouds
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vec4 tmpAmbient = ambient_color;
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@ -178,8 +180,7 @@ void main()
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
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);
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// Final atmosphere additive
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color *= (1. - temp1);
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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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@ -201,6 +202,6 @@ void main()
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/// Gamma correct for WL (soft clip effect).
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frag_data[0] = vec4(color.rgb, 1.0);
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frag_data[1] = vec4(0.0,0.0,0.0,0.0);
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frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
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frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
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}
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@ -49,7 +49,7 @@ void main()
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vec4 color;
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color = vary_HazeColor;
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color *= 2.;
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color.rgb *= 2.;
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/// Gamma correct for WL (soft clip effect).
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frag_color.rgb = scaleSoftClip(color.rgb);
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frag_color.a = 1.0;
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