1// -*-C++-*- 2#version 120 3 4// adapted by James Hester 2018, based on rock-ALS.frag 5// by Thorsten Renk. 6// Ambient term comes in gl_Color.rgb. 7varying vec4 diffuse_term; 8varying vec3 normal; 9varying vec3 relPos; 10varying vec2 rawPos; 11varying vec3 worldPos; 12varying vec3 ecViewdir; 13 14 15 16varying float steepness; 17varying vec2 grad_dir; 18 19varying float flogz; 20 21 22uniform float fg_Fcoef; 23 24uniform float visibility; 25uniform float avisibility; 26uniform float scattering; 27uniform float terminator; 28uniform float terrain_alt; 29uniform float hazeLayerAltitude; 30uniform float overcast; 31uniform float eye_alt; 32uniform float dust_cover_factor; 33uniform float lichen_cover_factor; 34uniform float wetness; 35uniform float fogstructure; 36uniform float cloud_self_shading; 37uniform float contrast; 38uniform float air_pollution; 39uniform float intrinsic_wetness; 40uniform float transition_model; 41uniform float overlay_bias; 42uniform float crack_depth; 43uniform float crack_pattern_stretch; 44uniform float grain_fade_power; 45uniform float rock_brightness; 46uniform float overlay_alpha; 47uniform float dust_resistance; 48uniform float slopeline_strength; 49uniform float landing_light1_offset; 50uniform float landing_light2_offset; 51uniform float landing_light3_offset; 52uniform float osg_SimulationTime; 53 54uniform vec3 base_color; 55uniform vec3 overlay_color; 56 57uniform int wind_effects; 58uniform int cloud_shadow_flag; 59uniform int rock_strata; 60uniform int use_searchlight; 61uniform int use_landing_light; 62uniform int use_alt_landing_light; 63 64const float EarthRadius = 5800000.0; 65const float terminator_width = 200000.0; 66 67float alt; 68float eShade; 69float yprime_alt; 70float mie_angle; 71 72float shadow_func (in float x, in float y, in float noise, in float dist); 73float Noise2D(in vec2 coord, in float wavelength); 74float Noise3D(in vec3 coord, in float wavelength); 75float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand); 76float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness); 77float Strata3D(in vec3 coord, in float wavelength, in float variation); 78float fog_func (in float targ, in float alt); 79float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt); 80float alt_factor(in float eye_alt, in float vertex_alt); 81float light_distance_fading(in float dist); 82float fog_backscatter(in float avisibility); 83 84vec3 rayleigh_out_shift(in vec3 color, in float outscatter); 85vec3 get_hazeColor(in float light_arg); 86vec3 searchlight(); 87vec3 landing_light(in float offset, in float offsetv); 88vec3 filter_combined (in vec3 color) ; 89 90float light_func (in float x, in float a, in float b, in float c, in float d, in float e) 91{ 92x = x - 0.5; 93 94// use the asymptotics to shorten computations 95if (x > 30.0) {return e;} 96if (x < -15.0) {return 0.0;} 97 98return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); 99} 100 101 102// a fade function for procedural scales which are smaller than a pixel 103 104float detail_fade (in float scale, in float angle, in float dist) 105{ 106float fade_dist = 2000.0 * scale * angle/max(pow(steepness,4.0), 0.1); 107 108return 1.0 - smoothstep(0.5 * fade_dist, fade_dist, dist); 109} 110 111 112 113void main() 114{ 115 116 117yprime_alt = diffuse_term.a; 118//diffuse_term.a = 1.0; 119mie_angle = gl_Color.a; 120float effective_scattering = min(scattering, cloud_self_shading); 121 122// distance to fragment 123float dist = length(relPos); 124// horizontal distance using texture coordinate 125float horiz_coord = gl_TexCoord[0].s * 1000.0; 126// angle of view vector with horizon 127float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist; 128// float altitude of fragment above base of cliff 129float cliff_altitude = gl_TexCoord[0].t * 1000.0; 130 131 132 vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); 133// this is taken from default.frag 134 vec3 n; 135 float NdotL, NdotHV, fogFactor; 136 vec4 color = gl_Color; 137 color.a = 1.0; 138 vec3 lightDir = gl_LightSource[0].position.xyz; 139 vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir)); 140 vec4 texel; 141 vec4 detail_texel; 142 vec4 mix_texel; 143 vec4 grain_texel; 144 vec4 dot_texel; 145 vec4 gradient_texel; 146 vec4 foam_texel; 147 vec4 fragColor; 148 vec4 specular = vec4(0.0); 149 float intensity; 150 151 152 153// Perlin noise, distance along cliff in texture coordinate instead of x,y 154 155float noise_100m = Noise2D(vec2(horiz_coord,cliff_altitude),100.0); 156float noise_50m = Noise2D(vec2(horiz_coord,cliff_altitude), 50.0); 157float noise_25m = Noise2D(vec2(horiz_coord,cliff_altitude), 25.0); 158float noise_10m = Noise2D(vec2(horiz_coord,cliff_altitude), 10.0); 159float noise_5m = Noise2D(vec2(horiz_coord,cliff_altitude) ,5.0); 160float noise_2m = Noise2D(vec2(horiz_coord,cliff_altitude) ,2.0); 161float noise_1m = Noise2D(vec2(horiz_coord,cliff_altitude) ,1.0); 162float noise_05m = Noise2D(vec2(horiz_coord,cliff_altitude),0.5); 163float noise_02m = Noise2D(vec2(horiz_coord,cliff_altitude),0.2); 164float noise_01m = Noise2D(vec2(horiz_coord,cliff_altitude), 0.1); 165 166float noisegrad_10m; 167float noisegrad_5m; 168float noisegrad_2m; 169float noisegrad_1m; 170float noisegrad_05m; 171float noisegrad_02m; 172float noisegrad_01m; 173 174 175 176 177 178float noise_250m = Noise3D(worldPos.xyz,250.0); 179float noise_500m = Noise3D(worldPos.xyz, 500.0); 180float noise_1500m = Noise3D(worldPos.xyz, 1500.0); 181float noise_2000m = Noise3D(worldPos.xyz, 2000.0); 182 183// dot noise 184 185float dotnoise_2m = 0.0; 186float dotnoise_10m = 0.0; 187float dotnoise_15m = 0.0; 188 189float dotnoisegrad_10m; 190 191// slope noise 192 193float slopenoise_50m = SlopeLines2D(rawPos, grad_dir, 50.0, steepness); 194float slopenoise_100m = SlopeLines2D(rawPos, grad_dir, 100.0, steepness); 195 196 197 198 199 200 201// get the texels 202 203 float noise_term; 204 float local_autumn_factor; 205 206 // we need to fade procedural structures when they get smaller than a single pixel, for this we need 207 // to know under what angle we see the surface 208 209 float view_angle = abs(dot(normalize(normal), normalize(ecViewdir))); 210 211 // strata noise 212 213 float stratnoise_50m; 214 float stratnoise_10m; 215 216 if (rock_strata==1) 217 { 218 stratnoise_50m = Strata3D(vec3 (rawPos.x, rawPos.y, cliff_altitude), 50.0, 0.2); 219 stratnoise_10m = Strata3D(vec3 (rawPos.x, rawPos.y, cliff_altitude), 10.0, 0.2); 220 stratnoise_50m = mix(stratnoise_50m, 1.0, smoothstep(0.8,0.9, steepness)); 221 stratnoise_10m = mix(stratnoise_10m, 1.0, smoothstep(0.8,0.9, steepness)); 222 texel *= (0.4 + 0.4 * stratnoise_50m + 0.2 * stratnoise_10m); 223 } 224 225 226 227 228 229 230 231 // procedural rock texture generation 232 233 texel.rgb = base_color; 234 235 // use powers of Perlin noise to generate the base pattern 236 237 float grainy_noise; 238 float fade_norm; 239 240 float gfp = grain_fade_power; 241 float gfptmp; 242 243 //grainy_noise = (0.5 * (1.0-slopenoise_100m) + 0.5 *noise_50m) + gfp * (0.5 * slopenoise_50m + 0.5 * noise_25m); 244 grainy_noise = (0.5 *noise_50m) + gfp * ( 0.5 * noise_25m); 245 fade_norm = 1.0+gfp; 246 247 gfptmp = gfp * gfp; 248 grainy_noise += noise_10m * gfptmp * detail_fade(10.0, view_angle, dist) ; 249 fade_norm += gfptmp * detail_fade(10.0, view_angle, dist) ; 250 251 gfptmp = gfptmp * gfp; 252 grainy_noise += noise_5m * gfptmp * detail_fade(5.0, view_angle, dist) ; 253 fade_norm += gfptmp * detail_fade(5.0, view_angle, dist) ; 254 255 gfptmp = gfptmp * gfp; 256 grainy_noise += noise_2m * gfptmp * detail_fade(2.0, view_angle, dist) ; 257 fade_norm += gfptmp * detail_fade(2.0, view_angle, dist) ; 258 259 gfptmp = gfptmp * gfp; 260 grainy_noise += noise_1m * gfptmp * detail_fade(1.0, view_angle, dist) ; 261 fade_norm += gfptmp * detail_fade(1.0, view_angle, dist) ; 262 263 gfptmp = gfptmp * gfp; 264 grainy_noise += noise_05m * gfptmp * detail_fade(0.5, view_angle, dist) ; 265 fade_norm += gfptmp * detail_fade(0.5, view_angle, dist) ; 266 267 grainy_noise = grainy_noise/fade_norm; 268 grainy_noise = smoothstep(-0.2, 1.2, grainy_noise); 269 270 // generate the crack pattern from isovalue lines of stretched Perlin noise 271 272 float cnoise_500m = Noise2D(vec2(horiz_coord+10.0, crack_pattern_stretch * cliff_altitude), 500.0); 273 float cnoise_250m = Noise2D(vec2(horiz_coord+10.0, crack_pattern_stretch * cliff_altitude), 250.0); 274 float cnoise_100m = Noise2D(vec2(horiz_coord+10.0, crack_pattern_stretch * cliff_altitude), 100.0); 275 float cnoise_50m = Noise2D(vec2(horiz_coord+10.0, crack_pattern_stretch * cliff_altitude), 50.0); 276 float cnoise_25m = Noise2D(vec2(horiz_coord+10.0, crack_pattern_stretch * cliff_altitude), 25.0); 277 float cnoise_10m = Noise2D(vec2(horiz_coord+10.0, crack_pattern_stretch * cliff_altitude), 10.0); 278 float cnoise_5m = Noise2D(vec2(horiz_coord+10.0, crack_pattern_stretch * cliff_altitude), 5.0); 279 float cnoise_2m = Noise2D(vec2(horiz_coord+10.0, crack_pattern_stretch * cliff_altitude), 2.0); 280 float cnoise_1m = Noise2D(vec2(horiz_coord+10.0, crack_pattern_stretch * cliff_altitude), 1.0); 281 282 float crack_noise; 283 float crack_factor; 284 float crack_size; 285 float scrack_noise; 286 float scrack_size; 287 288 crack_noise = cnoise_500m + 0.65 * cnoise_250m + 0.42 * cnoise_100m * detail_fade(50.0, view_angle, dist) ; 289 crack_noise = crack_noise + 0.27 * cnoise_50m * detail_fade(25.0, view_angle, dist) ; 290 crack_noise = crack_noise + 0.17 * cnoise_25m * detail_fade(10.0, view_angle, dist) ; 291 crack_noise = crack_noise + 0.11 * cnoise_10m * detail_fade(5.0, view_angle, dist) ; 292 crack_noise = 0.381 * crack_noise; 293 294 295 296 scrack_noise = cnoise_10m + 0.65 * cnoise_5m * detail_fade(5.0, view_angle, dist); 297 scrack_noise = scrack_noise + 0.3 * cnoise_2m + 0.1 * cnoise_1m * detail_fade(1.0, view_angle, dist); 298 scrack_noise = 0.48 * scrack_noise; 299 300 crack_size = 0.02 +0.00001 * dist; 301 crack_factor = smoothstep(0.5-crack_size,0.50,crack_noise) * (1.0-smoothstep(0.51,0.51+crack_size,crack_noise)); 302 //crack_factor = step(0.5-0.2*crack_size,crack_noise) * (1.0-step(0.5+0.2*crack_size,crack_noise)); 303 304 crack_size *= 0.5; 305 crack_factor += smoothstep(0.42,0.42+crack_size,crack_noise) * (1.0-smoothstep(0.43,0.43+crack_size,crack_noise)); 306 307 scrack_size = crack_size * 4.0; 308 crack_factor += 0.75 * smoothstep(0.5-scrack_size,0.50,scrack_noise) * (1.0-smoothstep(0.51,0.51+scrack_size,scrack_noise))* (1.0- smoothstep(250.0,1000.0,dist)); 309 310 311 crack_factor = crack_factor * min(1.0,0.03/crack_size); 312 313 314 315// distribution of overlay color 316 317 318 float overlay_noise; 319 float overlay_factor; 320 321 overlay_noise = 0.381 * (noise_50m + 0.65 * noise_25m + 0.42 * noise_10m + 0.27 * noise_5m + 0.17 * noise_2m + 0.11 * noise_1m); 322 overlay_noise = overlay_noise + 0.1 * (smoothstep(0.8,0.9, steepness)); 323 324 overlay_factor = smoothstep(0.7, 0.72, overlay_noise + overlay_bias) + (1.0 - smoothstep(0.2, 0.22, overlay_noise - overlay_bias)); 325 326 327 328// merge the noise components 329 330 //grainy_noise = grainy_noise * (1.0-crack_depth * crack_factor) + 0.5 * crack_depth * crack_factor; 331 texel.rgb = ((1.0 - contrast) + contrast * grainy_noise ) * texel.rgb; 332 texel.rgb = mix(texel.rgb, overlay_color.rgb,overlay_alpha * overlay_factor); 333 texel.rgb = texel.rgb * ((1.0-crack_depth) +crack_depth*(1.0-crack_factor * (0.5 + 0.5 * noise_50m) )); 334 335 texel.rgb = texel.rgb * rock_brightness; 336 337 texel.rgb = texel.rgb * (1.0 + 0.4 * (noise_01m-0.5) * detail_fade(0.1, view_angle, dist)) ; 338 339 340const vec4 dust_color = vec4 (0.76, 0.65, 0.45, 1.0); 341const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0); 342 343// mix vegetation 344float gradient_factor = smoothstep(0.5, 1.0, steepness); 345texel = mix(texel, lichen_color, gradient_factor * (0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m))) ); 346// mix dust 347texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor *dust_resistance + 3.0 * dust_cover_factor * dust_resistance *(((noise_1500m - 0.5) * 0.125)+0.125 ), 0.0, 1.0) ); 348 349// get distribution of water when terrain is wet 350 351float combined_wetness = min(1.0, wetness + intrinsic_wetness); 352float water_threshold1; 353float water_threshold2; 354float water_factor =0.0; 355 356 357if ((dist < 5000.0) && (combined_wetness>0.0)) 358 { 359 water_threshold1 = 1.0-0.5* combined_wetness; 360 water_threshold2 = 1.0 - 0.3 * combined_wetness; 361 water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness)); 362 } 363 364// darken wet terrain 365 366 texel.rgb = texel.rgb * (1.0 - 0.6 * combined_wetness); 367 368 369 370// light computations 371 372 373 vec4 light_specular = gl_LightSource[0].specular; 374 375 // If gl_Color.a == 0, this is a back-facing polygon and the 376 // normal should be reversed. 377 //n = (2.0 * gl_Color.a - 1.0) * normal; 378 n = normal; 379 n = normalize(n); 380 381 NdotL = dot(n, lightDir); 382 383 noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05; 384 noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05; 385 noisegrad_2m = (noise_2m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),2.0))/0.05; 386 noisegrad_1m = (noise_1m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),1.0))/0.05; 387 noisegrad_05m = (noise_05m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),0.5))/0.05; 388 389 390 dotnoisegrad_10m = 0.0; 391 392 float fresnel; 393 394 if (NdotL > 0.0) { 395 if (cloud_shadow_flag == 1) {NdotL = NdotL * shadow_func(relPos.x, relPos.y, 0.3 * noise_250m + 0.5 * noise_500m+0.2 * noise_1500m, dist);} 396 color += diffuse_term * NdotL; 397 NdotHV = max(dot(n, halfVector), 0.0); 398 399 fresnel = 1.0 + 5.0 * (1.0-smoothstep(0.0,0.2, dot(normalize(ecViewdir),n))); 400 401 //if (gl_FrontMaterial.shininess > 0.0) 402 specular.rgb = ((gl_FrontMaterial.specular.rgb * 0.1 + (water_factor * vec3 (1.0, 1.0, 1.0))) 403 * light_specular.rgb 404 * pow(NdotHV, max(gl_FrontMaterial.shininess,4.0) + (20.0 * water_factor))); 405 } 406 color.a = 1.0;//diffuse_term.a; 407 // This shouldn't be necessary, but our lighting becomes very 408 // saturated. Clamping the color before modulating by the texture 409 // is closer to what the OpenGL fixed function pipeline does. 410 color = clamp(color, 0.0, 1.0); 411 412 vec3 secondary_light = vec3 (0.0,0.0,0.0); 413 414 if (use_searchlight == 1) 415 { 416 secondary_light += searchlight(); 417 } 418 if (use_landing_light == 1) 419 { 420 secondary_light += landing_light(landing_light1_offset, landing_light3_offset); 421 } 422 if (use_alt_landing_light == 1) 423 { 424 secondary_light += landing_light(landing_light2_offset, landing_light3_offset); 425 } 426 color.rgb +=secondary_light * light_distance_fading(dist); 427 428 429 fragColor = color * texel + specular; 430 431float lightArg = (terminator-yprime_alt)/100000.0; 432vec3 hazeColor = get_hazeColor(lightArg); 433 434 435 436// Rayleigh color shift due to out-scattering 437 float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z); 438 float outscatter = 1.0-exp(-dist/rayleigh_length); 439 fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter); 440 441// Rayleigh color shift due to in-scattering 442 443 float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0); 444 float lightIntensity = length(hazeColor * effective_scattering) * rShade; 445 vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity; 446 float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z); 447 fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength); 448 449 450// here comes the terrain haze model 451 452 453float delta_z = hazeLayerAltitude - eye_alt; 454 455float mvisibility = min(visibility,avisibility); 456 457if (dist > 0.04 * mvisibility) 458 459{ 460 461alt = eye_alt; 462 463 464float transmission; 465float vAltitude; 466float delta_zv; 467float H; 468float distance_in_layer; 469float transmission_arg; 470 471 472 473 474// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer 475 476if (delta_z > 0.0) // we're inside the layer 477 { 478 if (ct < 0.0) // we look down 479 { 480 distance_in_layer = dist; 481 vAltitude = min(distance_in_layer,mvisibility) * ct; 482 delta_zv = delta_z - vAltitude; 483 } 484 else // we may look through upper layer edge 485 { 486 H = dist * ct; 487 if (H > delta_z) {distance_in_layer = dist/H * delta_z;} 488 else {distance_in_layer = dist;} 489 vAltitude = min(distance_in_layer,visibility) * ct; 490 delta_zv = delta_z - vAltitude; 491 } 492 } 493 else // we see the layer from above, delta_z < 0.0 494 { 495 H = dist * -ct; 496 if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading 497 { 498 distance_in_layer = 0.0; 499 delta_zv = 0.0; 500 } 501 else 502 { 503 vAltitude = H + delta_z; 504 distance_in_layer = vAltitude/H * dist; 505 vAltitude = min(distance_in_layer,visibility) * (-ct); 506 delta_zv = vAltitude; 507 } 508 } 509 510// blur of the haze layer edge 511 512float blur_thickness = 50.0; 513float cphi = dot(vec3(0.0, 1.0, 0.0), relPos)/dist; 514float ctlayer = delta_z/dist-0.01 + 0.02 * Noise2D(vec2(cphi,1.0),0.1) -0.01; 515float ctblur = 0.035 ; 516 517float blur_dist; 518 519if (abs(delta_z) < 400.0) 520 { 521 blur_dist = dist * (1.0-smoothstep(0.0,300.0,-delta_z)) * smoothstep(-400.0,-200.0, -delta_z); 522 blur_dist = blur_dist * smoothstep(ctlayer-4.0*ctblur, ctlayer-ctblur, ct) * (1.0-smoothstep(ctlayer+0.5*ctblur, ctlayer+ctblur, ct)); 523 distance_in_layer = max(distance_in_layer, blur_dist); 524 } 525 526 527// ground haze cannot be thinner than aloft visibility in the model, 528// so we need to use aloft visibility otherwise 529 530 531transmission_arg = (dist-distance_in_layer)/avisibility; 532 533 534float eqColorFactor; 535 536 537 538if (visibility < avisibility) 539 { 540 transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) )); 541 // this combines the Weber-Fechner intensity 542 eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering); 543 } 544else 545 { 546 transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) )); 547 // this combines the Weber-Fechner intensity 548 eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering); 549 } 550 551 552 553transmission = fog_func(transmission_arg, alt); 554 555// there's always residual intensity, we should never be driven to zero 556if (eqColorFactor < 0.2) eqColorFactor = 0.2; 557 558 559 560 561 562 563 564// now dim the light for haze 565eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt); 566 567// Mie-like factor 568 569 if (lightArg < 10.0) 570 { 571 intensity = length(hazeColor); 572 float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt)); 573 hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) ); 574 } 575 576intensity = length(hazeColor); 577 578if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly 579{ 580 581 582 // high altitude desaturation of the haze color 583 hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt))); 584 585 // blue hue of haze 586 hazeColor.x = hazeColor.x * 0.83; 587 hazeColor.y = hazeColor.y * 0.9; 588 589 590 // additional blue in indirect light 591 float fade_out = max(0.65 - 0.3 *overcast, 0.45); 592 intensity = length(hazeColor); 593 hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) )); 594 595 // change haze color to blue hue for strong fogging 596 hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor)))); 597 598 599 600 // reduce haze intensity when looking at shaded surfaces, only in terminator region 601 float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission)); 602 hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator)); 603 } 604 605// don't let the light fade out too rapidly 606lightArg = (terminator + 200000.0)/100000.0; 607float minLightIntensity = min(0.2,0.16 * lightArg + 0.5); 608vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4); 609 610hazeColor.rgb *= eqColorFactor * eShade; 611hazeColor.rgb = max(hazeColor.rgb, minLight.rgb); 612 613 614fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission); 615 616} 617 618fragColor.rgb = filter_combined(fragColor.rgb); 619 620gl_FragColor = fragColor; 621// logarithmic depth 622gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5; 623 624} 625 626