154 lines
4.9 KiB
Plaintext
154 lines
4.9 KiB
Plaintext
#version 120
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uniform sampler2D texture;
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uniform float nodeScale;
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uniform vec3 colors[2];
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varying vec2 uv;
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varying vec3 normal, binormal, tangent, light, light2;
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varying vec3 pos, center;
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varying float dist, dist2;
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//planetRim is the (normal dot view) value corresponding to the edge of the planet on the atmosphere's model
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const float planetRim = 0.215;
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const float innerFade = 0.4;
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const float innerFadeMax = 0.9;
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const float atmosExaggerateDist = 250.0;
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const float outerFade = 0.1;
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//The thickness of atmosphere that must be present before any haze is visible
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const float hazeThreshold = 0.03;
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//The brightness multiplier of the haze
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const float hazeBrightFactor = 7.0;
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//Fraction of haze that occurs beneath the clouds
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const float lowHaze = 0.7;
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const float hiHaze = 1.0 - lowHaze;
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//How much cover is 100% cloud cover
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const float shadowDarkness = 0.75;
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const float shadowDist = 0.025;
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vec3 hazeColor(float NdL, vec3 lightCol) {
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float depth = pow(max(0.8 - NdL, 0.0), 2.0);
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float lum = max(lightCol.r, max(lightCol.g, lightCol.b));
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vec3 col = mix(colors[0], colors[1], depth);
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col /= max(col.r, max(col.g, col.b));
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return col * lum * pow(max((0.8 + NdL) * 0.5, 0.0), 1.3);
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}
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vec4 alphaBlend(vec4 dest, vec4 src) {
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float alpha = src.a + (dest.a * (1.0 - src.a));
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return vec4( ((src.rgb * src.a) + (dest.rgb * dest.a * (1.0 - src.a))) / alpha, alpha);
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}
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void main() {
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vec3 normMap = texture2D(texture, uv).rgb - vec3(0.5);
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float opacity = max((length(normMap) - 0.25) / 0.25, 0.0);
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vec3 n = normalize(normal);
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vec3 cloudNorm = n * normMap.z;
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cloudNorm += normalize(binormal) * normMap.x;
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cloudNorm += normalize(tangent) * normMap.y;
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cloudNorm = normalize(cloudNorm);
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float hazeBrightness = hazeBrightFactor / nodeScale;
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vec3 p = -pos;
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//Apply a correction to the position to correct for the vertex structure
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p += nodeScale * (length(normal) - 1.0) * n;
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vec3 v = normalize(p);
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vec3 c = normalize(center);
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float cosTheta = -dot(c,v);
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float theta = acos(cosTheta);
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float dToCenter = length(center);
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float dToAtmos = length(p);
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float dToFarAtmos;
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float dToSurface;
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{
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float k = sin(theta) * dToCenter;
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float e = sqrt(nodeScale*nodeScale - k*k);
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dToSurface = sqrt(dToCenter*dToCenter - k*k) - e;
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e = sqrt(pow(nodeScale*1.015,2.0) - k*k);
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dToFarAtmos = dToAtmos + e*2.0;
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}
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vec3 l = normalize(light);
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float ndv = n.z;
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if(ndv < 0.0)
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discard;
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float ndl = dot(n,l);
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//Calculate shadow cover
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float shadow = 0.0;
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if(ndl > 0.0 && ndv > planetRim) {
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vec2 off;
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off.x = asin(dot(binormal,l)) * shadowDist / 6.283;
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off.y = asin(dot(tangent,l)) * shadowDist / 6.283;
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float thickness = max((length(texture2D(texture, uv + off.xy).rgb - vec3(0.5))-0.25)/0.25, 0.0) * sqrt(ndl);
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shadow = thickness * shadowDarkness;
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}
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float lightFactor = 1.0 / (1.0 + (gl_LightSource[0].quadraticAttenuation * dist * dist));
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vec3 r = normalize(-reflect(l, n));
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float rDv = dot(r,v);
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float nDl = dot(cloudNorm,light);
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float nl = max(0.0, nDl);
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//Calculate atmospheric haze
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//Haze increases in brightness with depth through the atmosphere
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//The color changes as light is preferentially scattered away by frequency
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vec3 haze = vec3(0.0);
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//if(ndv >= planetRim) {
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// float hazeFactor = max(dToSurface - dToAtmos - hazeThreshold, 0.0) * hazeBrightness;
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// haze = hazeColor(ndl, gl_LightSource[0].diffuse.rgb * lightFactor) * hazeFactor * 0.0;
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//}
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float hazeLum = max(haze.r, max(haze.g, haze.b));
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vec3 rimHaze = vec3(0.0);
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float inFade = innerFade;
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if(ndv <= inFade) {
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float hazeFactor = max(dToFarAtmos - dToAtmos, 0.0) * hazeBrightness * 0.5 * nl;
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hazeFactor *= smoothstep(inFade,planetRim,ndv) * smoothstep(outerFade,inFade,ndv);
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rimHaze = hazeColor(ndl, gl_LightSource[0].diffuse.rgb * lightFactor) * hazeFactor;
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}
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float rimLum = max(rimHaze.r, max(rimHaze.g, rimHaze.b));
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vec3 diffuse = gl_LightSource[0].diffuse.rgb * nl * lightFactor;
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diffuse += gl_LightModel.ambient.rgb * gl_FrontMaterial.ambient.rgb;
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vec3 specular = vec3(0.0);
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{ //Light 0
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rDv = dot(normalize(-reflect(l, cloudNorm)),v);
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if(rDv > 0.0) {
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specular += gl_LightSource[0].specular.rgb * pow(rDv, gl_FrontMaterial.shininess) * lightFactor * pow(nl, 0.4);
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}
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}
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specular *= gl_FrontMaterial.specular.rgb;;
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vec4 clouds = vec4(diffuse + specular, opacity);
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if(ndv < planetRim)
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clouds.a = 0.0;
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//vec4 result = vec4(hazeFactor,0.0,0.0,1.0);
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vec4 result = vec4(0.0,0.0,0.0,shadow);
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if(hazeLum > 0.0)
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result = alphaBlend(result, vec4(haze / hazeLum, hazeLum * lowHaze));
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if(clouds.a > 0.0)
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result = alphaBlend(result, clouds);
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if(hazeLum > 0.0)
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result = alphaBlend(result, vec4(haze / hazeLum, hazeLum * hiHaze));
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if(rimLum > 0.0)
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result = alphaBlend(result, vec4(rimHaze / rimLum, rimLum));
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//result = vec4(shadow,0.0,0.0,1.0);
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gl_FragColor = result;
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}
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