1// -*-C++-*-
2#version 120
3
4// written by Thorsten Renk, Oct 2011, based on default.frag
5// Ambient term comes in gl_Color.rgb.
6varying vec4 diffuse_term;
7varying vec3 normal;
8varying vec3 relPos;
9varying vec2 rawPos;
10varying vec3 worldPos;
11varying vec3 ecViewdir;
12
13
14
15varying float steepness;
16varying vec2 grad_dir;
17
18varying float flogz;
19
20
21uniform float fg_Fcoef;
22
23uniform float visibility;
24uniform float avisibility;
25uniform float scattering;
26uniform float terminator;
27uniform float terrain_alt;
28uniform float hazeLayerAltitude;
29uniform float overcast;
30uniform float eye_alt;
31uniform float snowlevel;
32uniform float dust_cover_factor;
33uniform float lichen_cover_factor;
34uniform float wetness;
35uniform float fogstructure;
36uniform float snow_thickness_factor;
37uniform float cloud_self_shading;
38uniform float contrast;
39uniform float air_pollution;
40uniform float intrinsic_wetness;
41uniform float transition_model;
42uniform float overlay_bias;
43uniform float crack_depth;
44uniform float crack_pattern_stretch;
45uniform float grain_fade_power;
46uniform float rock_brightness;
47uniform float overlay_alpha;
48uniform float dust_resistance;
49uniform float slopeline_strength;
50uniform float landing_light1_offset;
51uniform float landing_light2_offset;
52uniform float landing_light3_offset;
53uniform float osg_SimulationTime;
54
55uniform vec3 base_color;
56uniform vec3 overlay_color;
57
58uniform int wind_effects;
59uniform int cloud_shadow_flag;
60uniform int rock_strata;
61uniform int use_searchlight;
62uniform int use_landing_light;
63uniform int use_alt_landing_light;
64
65const float EarthRadius = 5800000.0;
66const float terminator_width = 200000.0;
67
68float alt;
69float eShade;
70float yprime_alt;
71float mie_angle;
72
73float shadow_func (in float x, in float y, in float noise, in float dist);
74float Noise2D(in vec2 coord, in float wavelength);
75float Noise3D(in vec3 coord, in float wavelength);
76float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand);
77float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness);
78float Strata3D(in vec3 coord, in float wavelength, in float variation);
79float fog_func (in float targ, in float alt);
80float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
81float alt_factor(in float eye_alt, in float vertex_alt);
82float light_distance_fading(in float dist);
83float fog_backscatter(in float avisibility);
84
85vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
86vec3 get_hazeColor(in float light_arg);
87vec3 searchlight();
88vec3 landing_light(in float offset, in float offsetv);
89vec3 filter_combined (in vec3 color) ;
90
91float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
92{
93x = x - 0.5;
94
95// use the asymptotics to shorten computations
96if (x > 30.0) {return e;}
97if (x < -15.0) {return 0.0;}
98
99return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
100}
101
102
103// a fade function for procedural scales which are smaller than a pixel
104
105float detail_fade (in float scale, in float angle, in float dist)
106{
107float fade_dist = 2000.0 * scale * angle/max(pow(steepness,4.0), 0.1);
108
109return 1.0 - smoothstep(0.5 * fade_dist, fade_dist, dist);
110}
111
112
113
114void main()
115{
116
117
118yprime_alt = diffuse_term.a;
119//diffuse_term.a = 1.0;
120mie_angle = gl_Color.a;
121float effective_scattering = min(scattering, cloud_self_shading);
122
123// distance to fragment
124float dist = length(relPos);
125// angle of view vector with horizon
126float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
127// float altitude of fragment above sea level
128float msl_altitude = (relPos.z + eye_alt);
129
130
131  vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
132// this is taken from default.frag
133    vec3 n;
134    float NdotL, NdotHV, fogFactor;
135    vec4 color = gl_Color;
136    color.a = 1.0;
137    vec3 lightDir = gl_LightSource[0].position.xyz;
138    vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
139    vec4 texel;
140    vec4 snow_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
154
155float noise_100m = Noise2D(rawPos.xy,100.0);
156float noise_50m = Noise2D(rawPos.xy, 50.0);
157float noise_25m = Noise2D(rawPos.xy, 25.0);
158float noise_10m = Noise2D(rawPos.xy, 10.0);
159float noise_5m = Noise2D(rawPos.xy ,5.0);
160float noise_2m = Noise2D(rawPos.xy ,2.0);
161float noise_1m = Noise2D(rawPos.xy ,1.0);
162float noise_05m = Noise2D(rawPos.xy,0.5);
163float noise_02m = Noise2D(rawPos.xy,0.2);
164float noise_01m = Noise2D(rawPos.xy, 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
196float snownoise_25m = mix(noise_25m, slopenoise_50m, clamp(3.0*(1.0-steepness),0.0,1.0));
197float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness),0.0,1.0));
198
199
200
201
202
203// get the texels
204
205    float noise_term;
206    float snow_alpha;
207    float local_autumn_factor;
208
209	// we need to fade procedural structures when they get smaller than a single pixel, for this we need
210	// to know under what angle we see the surface
211
212    float view_angle = abs(dot(normalize(normal), normalize(ecViewdir)));
213
214
215	// the snow texel is generated procedurally
216    if (msl_altitude +500.0 > snowlevel)
217	{
218	snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_500m + 0.1* (1.0 - noise_10m) );
219	snow_texel.r = snow_texel.r * (0.9 + 0.05 * (noise_10m + noise_5m));
220	snow_texel.g = snow_texel.g * (0.9 + 0.05 * (noise_10m + noise_5m));
221	snow_texel.a = 1.0;
222	noise_term = 0.1 * (noise_500m-0.5) ;
223	noise_term = noise_term + 0.2 * (snownoise_50m -0.5) * detail_fade(50.0, view_angle, 0.5*dist) ;
224	noise_term = noise_term + 0.2 * (snownoise_25m -0.5) * detail_fade(25.0, view_angle, 0.5*dist) ;
225	noise_term = noise_term + 0.3 * (noise_10m -0.5) * detail_fade(10.0, view_angle, 0.8*dist) ;
226	noise_term = noise_term + 0.3 * (noise_5m - 0.5) * detail_fade(5.0, view_angle, dist);
227	noise_term = noise_term + 0.15 * (noise_2m -0.5) * detail_fade(2.0, view_angle, dist);
228	noise_term = noise_term + 0.08 * (noise_1m -0.5) * detail_fade(1.0, view_angle, dist);
229	snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(msl_altitude -snowlevel) );
230	}
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245   // strata noise
246
247	float stratnoise_50m;
248	float stratnoise_10m;
249
250	if (rock_strata==1)
251		{
252		stratnoise_50m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 50.0, 0.2);
253		stratnoise_10m = Strata3D(vec3 (rawPos.x, rawPos.y, msl_altitude), 10.0, 0.2);
254		stratnoise_50m = mix(stratnoise_50m, 1.0, smoothstep(0.8,0.9, steepness));
255		stratnoise_10m = mix(stratnoise_10m, 1.0, smoothstep(0.8,0.9, steepness));
256		texel *= (0.4 + 0.4 * stratnoise_50m + 0.2 * stratnoise_10m);
257		}
258
259
260
261
262
263
264
265 // procedural rock texture generation
266
267 texel.rgb = base_color;
268
269 // use powers of Perlin noise to generate the base pattern
270
271 float grainy_noise;
272 float fade_norm;
273
274 float gfp = grain_fade_power;
275 float gfptmp;
276
277 grainy_noise = (0.5 * (1.0-slopenoise_100m) + 0.5 *noise_50m) + gfp * (0.5 * slopenoise_50m + 0.5 * noise_25m);
278 fade_norm = 1.0+gfp;
279
280 gfptmp = gfp * gfp;
281 grainy_noise += noise_10m * gfptmp * detail_fade(10.0, view_angle, dist) ;
282 fade_norm += gfptmp * detail_fade(10.0, view_angle, dist) ;
283
284 gfptmp = gfptmp * gfp;
285 grainy_noise += noise_5m * gfptmp * detail_fade(5.0, view_angle, dist) ;
286 fade_norm += gfptmp * detail_fade(5.0, view_angle, dist) ;
287
288 gfptmp = gfptmp * gfp;
289 grainy_noise += noise_2m * gfptmp * detail_fade(2.0, view_angle, dist) ;
290 fade_norm += gfptmp * detail_fade(2.0, view_angle, dist) ;
291
292 gfptmp = gfptmp * gfp;
293 grainy_noise += noise_1m * gfptmp * detail_fade(1.0, view_angle, dist) ;
294 fade_norm += gfptmp * detail_fade(1.0, view_angle, dist) ;
295
296 gfptmp = gfptmp * gfp;
297 grainy_noise += noise_05m * gfptmp * detail_fade(0.5, view_angle, dist) ;
298 fade_norm += gfptmp * detail_fade(0.5, view_angle, dist) ;
299
300 grainy_noise = grainy_noise/fade_norm;
301 grainy_noise = smoothstep(-0.2, 1.2, grainy_noise);
302
303 // generate the crack pattern from isovalue lines of stretched Perlin noise
304
305 float cnoise_500m = Noise2D(vec2(rawPos.x+10.0, crack_pattern_stretch * rawPos.y), 500.0);
306 float cnoise_250m = Noise2D(vec2(rawPos.x+10.0, crack_pattern_stretch * rawPos.y), 250.0);
307 float cnoise_100m = Noise2D(vec2(rawPos.x+10.0, crack_pattern_stretch * rawPos.y), 100.0);
308 float cnoise_50m = Noise2D(vec2(rawPos.x+10.0, crack_pattern_stretch * rawPos.y), 50.0);
309 float cnoise_25m = Noise2D(vec2(rawPos.x+10.0, crack_pattern_stretch * rawPos.y), 25.0);
310 float cnoise_10m = Noise2D(vec2(rawPos.x+10.0, crack_pattern_stretch * rawPos.y), 10.0);
311 float cnoise_5m = Noise2D(vec2(rawPos.x+10.0, crack_pattern_stretch * rawPos.y), 5.0);
312 float cnoise_2m = Noise2D(vec2(rawPos.x+10.0, crack_pattern_stretch * rawPos.y), 2.0);
313 float cnoise_1m = Noise2D(vec2(rawPos.x+10.0, crack_pattern_stretch * rawPos.y), 1.0);
314
315 float crack_noise;
316 float crack_factor;
317 float crack_size;
318 float scrack_noise;
319 float scrack_size;
320
321 crack_noise = cnoise_500m + 0.65 * cnoise_250m + 0.42 * cnoise_100m * detail_fade(50.0, view_angle, dist) ;
322 crack_noise = crack_noise + 0.27 * cnoise_50m * detail_fade(25.0, view_angle, dist) ;
323 crack_noise = crack_noise + 0.17 * cnoise_25m * detail_fade(10.0, view_angle, dist) ;
324 crack_noise = crack_noise + 0.11 * cnoise_10m * detail_fade(5.0, view_angle, dist) ;
325 crack_noise = 0.381 * crack_noise;
326
327
328
329 scrack_noise = cnoise_10m + 0.65 * cnoise_5m * detail_fade(5.0, view_angle, dist);
330 scrack_noise = scrack_noise + 0.3 * cnoise_2m + 0.1 * cnoise_1m * detail_fade(1.0, view_angle, dist);
331 scrack_noise = 0.48 * scrack_noise;
332
333  crack_size = 0.02 +0.00001 * dist;
334  crack_factor = smoothstep(0.5-crack_size,0.50,crack_noise) * (1.0-smoothstep(0.51,0.51+crack_size,crack_noise));
335  //crack_factor = step(0.5-0.2*crack_size,crack_noise) * (1.0-step(0.5+0.2*crack_size,crack_noise));
336
337  crack_size *= 0.5;
338  crack_factor += smoothstep(0.42,0.42+crack_size,crack_noise) * (1.0-smoothstep(0.43,0.43+crack_size,crack_noise));
339
340  scrack_size = crack_size * 4.0;
341  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));
342
343
344  crack_factor = crack_factor * min(1.0,0.03/crack_size);
345
346
347
348// distribution of overlay color
349
350
351 float overlay_noise;
352 float overlay_factor;
353
354 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);
355 overlay_noise = overlay_noise + 0.1 * (smoothstep(0.8,0.9, steepness));
356
357 overlay_factor = smoothstep(0.7, 0.72, overlay_noise + overlay_bias) + (1.0 - smoothstep(0.2, 0.22, overlay_noise - overlay_bias));
358
359
360
361// merge the noise components
362
363 //grainy_noise = grainy_noise * (1.0-crack_depth * crack_factor) + 0.5 * crack_depth * crack_factor;
364 texel.rgb = ((1.0 - contrast)  + contrast * grainy_noise ) * texel.rgb;
365 texel.rgb = mix(texel.rgb, overlay_color.rgb,overlay_alpha * overlay_factor);
366 texel.rgb = texel.rgb * ((1.0-crack_depth) +crack_depth*(1.0-crack_factor * (0.5 + 0.5 * noise_50m) ));
367
368 texel.rgb = texel.rgb * rock_brightness;
369
370 texel.rgb = texel.rgb * (1.0 + 0.4 * (noise_01m-0.5) * detail_fade(0.1, view_angle, dist)) ;
371
372
373const vec4 dust_color  = vec4 (0.76, 0.65, 0.45, 1.0);
374const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);
375
376// mix vegetation
377float gradient_factor = smoothstep(0.5, 1.0, steepness);
378texel = mix(texel, lichen_color, gradient_factor * (0.4 * lichen_cover_factor +  0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m)))  );
379// mix dust
380texel = 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 ) - 0.03*slopenoise_100m,0.0, 1.0) );
381// mix snow
382float snow_mix_factor = 0.0;
383if (msl_altitude +500.0 > snowlevel)
384	{
385
386	snow_alpha = smoothstep(0.65, 0.85, abs(steepness));
387	snow_alpha += (1.0 - snow_alpha) * crack_factor;
388
389	snow_mix_factor = snow_texel.a* smoothstep(snowlevel, snowlevel+200.0,  snow_alpha * msl_altitude + (noise_2000m + 0.1 * noise_10m -0.55) *400.0);
390	texel = mix(texel, snow_texel, snow_mix_factor);
391	}
392
393
394
395
396// get distribution of water when terrain is wet
397
398float combined_wetness = min(1.0, wetness + intrinsic_wetness);
399float water_threshold1;
400float water_threshold2;
401float water_factor =0.0;
402
403
404if ((dist < 5000.0) && (combined_wetness>0.0))
405		{
406		water_threshold1 = 1.0-0.5* combined_wetness;
407		water_threshold2 = 1.0 - 0.3 * combined_wetness;
408		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));
409	}
410
411// darken wet terrain
412
413    texel.rgb = texel.rgb * (1.0 - 0.6 * combined_wetness);
414
415
416
417// light computations
418
419
420    vec4 light_specular = gl_LightSource[0].specular;
421
422    // If gl_Color.a == 0, this is a back-facing polygon and the
423    // normal should be reversed.
424    //n = (2.0 * gl_Color.a - 1.0) * normal;
425    n = normal;
426    n = normalize(n);
427
428    NdotL = dot(n, lightDir);
429
430	noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
431	noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
432	noisegrad_2m = (noise_2m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),2.0))/0.05;
433	noisegrad_1m = (noise_1m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),1.0))/0.05;
434	noisegrad_05m = (noise_05m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),0.5))/0.05;
435
436
437	dotnoisegrad_10m = 0.0;//(dotnoise_10m - DotNoise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0 * dot_size,0.5, 0.0))/0.05;
438
439
440	//NdotL = NdotL + (noisegrad_10m * detail_fade(10.0, view_angle,dist) + 0.8* noisegrad_5m * detail_fade(5.0, view_angle,dist));
441	//NdotL = NdotL + 0.4 * noisegrad_2m * detail_fade(2.0,view_angle,dist);
442	//NdotL = NdotL + 0.2 * noisegrad_2m * detail_fade(2.0,view_angle,dist);
443	//NdotL = NdotL + 0.05 * noisegrad_1m * detail_fade(1.0, view_angle,dist);
444	//NdotL = NdotL + 0.02 * noisegrad_05m * detail_fade(0.5, view_angle,dist);
445
446	//NdotL = NdotL + (1.0-snow_mix_factor) * 0.3* dot_texel.a * (0.5* dotnoisegrad_10m * detail_fade(1.0 * dot_size, view_angle, dist) +0.5 * dotnoisegrad_10m * noise_01m * detail_fade(0.1, view_angle, dist)) ;
447	//NdotL = NdotL + 0.2 * grainy_noise;
448
449	float snow_factor;
450	float fresnel;
451
452    if (NdotL > 0.0) {
453	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);}
454        color += diffuse_term * NdotL;
455        NdotHV = max(dot(n, halfVector), 0.0);
456
457		fresnel = 1.0 + 5.0 * (1.0-smoothstep(0.0,0.2, dot(normalize(ecViewdir),n)));
458        snow_factor = 0.2 * smoothstep(0.7,0.9,snow_mix_factor) * fresnel;
459
460        //if (gl_FrontMaterial.shininess > 0.0)
461            specular.rgb = ((gl_FrontMaterial.specular.rgb * 0.1 + snow_factor * vec3(1.0,1.0,1.0) + (water_factor * vec3 (1.0, 1.0, 1.0)))
462                            * light_specular.rgb
463                            * pow(NdotHV, max(gl_FrontMaterial.shininess,4.0) + (20.0 * water_factor)));
464    }
465    color.a = 1.0;//diffuse_term.a;
466    // This shouldn't be necessary, but our lighting becomes very
467    // saturated. Clamping the color before modulating by the texture
468    // is closer to what the OpenGL fixed function pipeline does.
469    color = clamp(color, 0.0, 1.0);
470
471   vec3 secondary_light = vec3 (0.0,0.0,0.0);
472
473    if (use_searchlight == 1)
474	{
475	secondary_light += searchlight();
476	}
477    if (use_landing_light == 1)
478	{
479	secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
480	}
481    if (use_alt_landing_light == 1)
482	{
483	secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
484	}
485    color.rgb +=secondary_light * light_distance_fading(dist);
486
487
488    fragColor = color * texel + specular;
489
490float lightArg = (terminator-yprime_alt)/100000.0;
491vec3 hazeColor = get_hazeColor(lightArg);
492
493
494
495// Rayleigh color shift due to out-scattering
496    float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
497    float outscatter = 1.0-exp(-dist/rayleigh_length);
498    fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
499
500// Rayleigh color shift due to in-scattering
501
502   float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
503   float lightIntensity = length(hazeColor * effective_scattering) * rShade;
504   vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
505   float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
506  fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
507
508
509// here comes the terrain haze model
510
511
512float delta_z = hazeLayerAltitude - eye_alt;
513
514float mvisibility = min(visibility,avisibility);
515
516if (dist > 0.04 * mvisibility)
517
518{
519
520alt = eye_alt;
521
522
523float transmission;
524float vAltitude;
525float delta_zv;
526float H;
527float distance_in_layer;
528float transmission_arg;
529
530
531
532
533// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
534
535if (delta_z > 0.0) // we're inside the layer
536	{
537	if (ct < 0.0) // we look down
538		{
539		distance_in_layer = dist;
540		vAltitude = min(distance_in_layer,mvisibility) * ct;
541  		delta_zv = delta_z - vAltitude;
542		}
543	else 	// we may look through upper layer edge
544		{
545		H = dist * ct;
546		if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
547		else {distance_in_layer = dist;}
548		vAltitude = min(distance_in_layer,visibility) * ct;
549  		delta_zv = delta_z - vAltitude;
550		}
551	}
552  else // we see the layer from above, delta_z < 0.0
553	{
554	H = dist * -ct;
555	if (H  < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
556		{
557		distance_in_layer = 0.0;
558		delta_zv = 0.0;
559		}
560	else
561		{
562		vAltitude = H + delta_z;
563		distance_in_layer = vAltitude/H * dist;
564		vAltitude = min(distance_in_layer,visibility) * (-ct);
565		delta_zv = vAltitude;
566		}
567	}
568
569// blur of the haze layer edge
570
571float blur_thickness = 50.0;
572float cphi = dot(vec3(0.0, 1.0, 0.0), relPos)/dist;
573float ctlayer = delta_z/dist-0.01 + 0.02 * Noise2D(vec2(cphi,1.0),0.1) -0.01;
574float ctblur = 	0.035 ;
575
576float blur_dist;
577
578if (abs(delta_z) < 400.0)
579	{
580	blur_dist = dist * (1.0-smoothstep(0.0,300.0,-delta_z)) * smoothstep(-400.0,-200.0, -delta_z);
581	blur_dist = blur_dist * smoothstep(ctlayer-4.0*ctblur, ctlayer-ctblur, ct) * (1.0-smoothstep(ctlayer+0.5*ctblur, ctlayer+ctblur, ct));
582	distance_in_layer = max(distance_in_layer, blur_dist);
583	}
584
585
586// ground haze cannot be thinner than aloft visibility in the model,
587// so we need to use aloft visibility otherwise
588
589
590transmission_arg = (dist-distance_in_layer)/avisibility;
591
592
593float eqColorFactor;
594
595
596
597if (visibility < avisibility)
598	{
599	transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
600	// this combines the Weber-Fechner intensity
601	eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering);
602	}
603else
604	{
605	transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m  - 1.0) ));
606	// this combines the Weber-Fechner intensity
607	eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
608	}
609
610
611
612transmission =  fog_func(transmission_arg, alt);
613
614// there's always residual intensity, we should never be driven to zero
615if (eqColorFactor < 0.2) eqColorFactor = 0.2;
616
617
618
619
620
621
622
623// now dim the light for haze
624eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
625
626// Mie-like factor
627
628	if (lightArg < 10.0)
629		{
630		intensity = length(hazeColor);
631		float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
632		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)) );
633		}
634
635intensity = length(hazeColor);
636
637if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
638{
639
640
641	// high altitude desaturation of the haze color
642	hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
643
644	// blue hue of haze
645	hazeColor.x = hazeColor.x * 0.83;
646	hazeColor.y = hazeColor.y * 0.9;
647
648
649	// additional blue in indirect light
650	float fade_out = max(0.65 - 0.3 *overcast, 0.45);
651	intensity = length(hazeColor);
652	hazeColor = intensity * normalize(mix(hazeColor,  1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
653
654	// change haze color to blue hue for strong fogging
655	hazeColor = intensity * normalize(mix(hazeColor,  shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
656
657
658
659	// reduce haze intensity when looking at shaded surfaces, only in terminator region
660	float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
661	hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
662	}
663
664// don't let the light fade out too rapidly
665lightArg = (terminator + 200000.0)/100000.0;
666float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
667vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
668
669hazeColor.rgb *= eqColorFactor * eShade;
670hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
671
672
673fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
674
675}
676
677fragColor.rgb = filter_combined(fragColor.rgb);
678
679gl_FragColor = fragColor;
680// logarithmic depth
681gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
682
683}
684
685