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starruler-linux/data/shaders/source/atmosphere_ps.txt
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2018-07-17 14:15:37 +02:00

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#version 120
uniform sampler2D texture;
uniform float nodeScale;
uniform vec3 colors[2];
varying vec2 uv;
varying vec3 normal, binormal, tangent, light, light2;
varying vec3 pos, center;
varying float dist, dist2;
//planetRim is the (normal dot view) value corresponding to the edge of the planet on the atmosphere's model
const float planetRim = 0.169;
const float innerFadeStart = 0.169;
const float innerFadeBase = planetRim + 0.021;
const float innerFadeMax = 0.5;
const float outerFade = 0.0;
const float rimDecay = 2.0;
const float atmosExaggerateDist = 55.0;
//The thickness of atmosphere that must be present before any haze is visible
const float hazeThreshold = 0.01;
//The brightness multiplier of the haze
const float hazeBrightnessBase = 15.0;
const float scaledHazeBrightness = 60.0;
const float rimHazeBrightness = 4.0;
//Fraction of haze that occurs beneath the clouds
const float lowHaze = 0.3;
const float hiHaze = 1.0 - lowHaze;
//How much cover is 100% cloud cover
const float shadowDarkness = 1.0;
const float shadowDist = 0.025;
vec3 hazeColor(float NdL, vec3 lightCol) {
float depth = pow(max(0.8 - NdL, 0.0), 2.0);
float lum = max(lightCol.r, max(lightCol.g, lightCol.b));
vec3 col = mix(colors[0], colors[1], depth);
col /= max(col.r, max(col.g, col.b));
return col * lum * pow(max((0.8 + NdL) * 0.5, 0.0), 1.3);
}
vec4 alphaBlend(vec4 dest, vec4 src) {
float alpha = src.a + (dest.a * (1.0 - src.a));
return vec4( ((src.rgb * src.a) + (dest.rgb * dest.a * (1.0 - src.a))) / alpha, alpha);
}
// fail-safe get normal map z component
float deriveZ(vec2 n) {
float z = pow(abs(1.0 - n.x * n.x - n.y * n.y), 0.5);
return z;
}
void main() {
vec3 normMap = texture2D(texture, uv).rgb - vec3(0.5);
float opacity = max((length(normMap) - 0.25) / 0.25, 0.0);
normMap.z = deriveZ(normMap.xy);
vec3 n = normalize(normal);
vec3 cloudNorm = n * normMap.z;
cloudNorm += normalize(binormal) * normMap.x;
cloudNorm += normalize(tangent) * normMap.y;
cloudNorm = normalize(cloudNorm);
vec3 p = -pos;
//Apply a correction to the position to correct for the vertex structure
p += nodeScale * (length(normal) - 1.0) * n;
vec3 v = normalize(p);
vec3 c = normalize(center);
float cosTheta = -dot(c,v);
float theta = acos(cosTheta);
float dToCenter = length(center);
float dToAtmos = length(p);
float dToFarAtmos;
float dToSurface;
{
float k = sin(theta) * dToCenter;
float e = sqrt(nodeScale*nodeScale - k*k);
dToSurface = sqrt(dToCenter*dToCenter - k*k) - e;
e = sqrt(pow(nodeScale*1.015,2.0) - k*k);
dToFarAtmos = dToAtmos + e*2.0;
}
dToCenter /= nodeScale;
dToAtmos /= nodeScale;
dToFarAtmos /= nodeScale;
dToSurface /= nodeScale;
float exag = clamp(pow(dToCenter / atmosExaggerateDist, 2.0), 0.0, 1.0);
float hazeBrightness = hazeBrightnessBase;
hazeBrightness += scaledHazeBrightness * exag;
float innerFade = planetRim + 0.021;
vec3 l = normalize(light);
vec3 l2 = normalize(light2);
float ndv = max(dot(n, v), 0.0);
float ndl = dot(n,l);
//Calculate shadow cover
float shadow = 0.0;
if(ndl > 0.0 && ndv > planetRim) {
vec2 off;
off.x = asin(dot(binormal,l)) * shadowDist / 6.283;
off.y = asin(dot(tangent,l)) * shadowDist / 6.283;
float thickness = max((length(texture2D(texture, uv + off.xy).rgb - vec3(0.5))-0.25)/0.25, 0.0) * sqrt(ndl);
shadow = thickness * shadowDarkness;
}
float lightFactor = 1.0 / (1.0 + (gl_LightSource[0].quadraticAttenuation * dist * dist));
vec3 r = normalize(-reflect(l, n));
float rDv = dot(r,v);
//Calculate atmospheric haze
//Haze increases in brightness with depth through the atmosphere
//The color changes as light is preferentially scattered away by frequency
vec3 haze = vec3(0.0);
if(ndv >= planetRim + 0.00001) {
float rimFactor = max(dToFarAtmos - dToAtmos - hazeThreshold, 0.0) * 0.15 * rimHazeBrightness;
float hazeFactor = max(dToSurface - dToAtmos - hazeThreshold, 0.0) * hazeBrightness;
float factor = mix(rimFactor,hazeFactor,smoothstep(planetRim,innerFade, ndv));
haze = hazeColor(ndl, gl_LightSource[0].diffuse.rgb * lightFactor) * factor;
}
else if(ndv >= planetRim) {
//At the very edge of the planet, the surface distance can be invalid
float hazeFactor = max(dToFarAtmos - dToAtmos - hazeThreshold, 0.0) * 0.15 * rimHazeBrightness ;
haze = hazeColor(ndl, gl_LightSource[0].diffuse.rgb * lightFactor) * hazeFactor;
}
float hazeLum = min(max(haze.r, max(haze.g, haze.b)), 1.0);
vec3 rimHaze = vec3(0.0);
if(ndv <= innerFade) {
float hazeFactor = max(dToFarAtmos - dToAtmos - hazeThreshold, 0.0) * rimHazeBrightness * 0.5;
float surfFactor = max((dToFarAtmos - dToAtmos)*0.5 - hazeThreshold, 0.0) * hazeBrightness;
hazeFactor = mix(hazeFactor,surfFactor,ndv/planetRim);
hazeFactor *= smoothstep(innerFade,innerFadeStart,ndv) * pow(min(1.0, ndv/planetRim), rimDecay);
rimHaze = hazeColor(ndl, gl_LightSource[0].diffuse.rgb * lightFactor) * hazeFactor;
}
rimHaze += haze * hiHaze;
float rimLum = min(max(rimHaze.r, max(rimHaze.g, rimHaze.b)), 1.0);
float nDl = dot(cloudNorm,light);
float nl = max(0.0, nDl);
vec3 diffuse = gl_LightSource[0].diffuse.rgb * nl * lightFactor * gl_FrontMaterial.diffuse.rgb;
diffuse += gl_LightModel.ambient.rgb * gl_FrontMaterial.ambient.rgb;
vec3 specular = vec3(0.0);
{ //Light 0
rDv = dot(normalize(-reflect(l, cloudNorm)),v);
if(rDv > 0.0) {
specular += gl_LightSource[0].specular.rgb * pow(rDv, gl_FrontMaterial.shininess) * lightFactor * pow(nl, 0.4);
}
}
{ //Light 1
rDv = dot(normalize(-reflect(l2, cloudNorm)),v);
float l2Factor = 1.0 / (1.0 + (gl_LightSource[1].quadraticAttenuation * dist2 * dist2));
diffuse += gl_LightSource[1].diffuse.rgb * max(0.0, dot(cloudNorm,l2)) * l2Factor;
if(rDv > 0.0) {
specular += gl_LightSource[1].specular.rgb * pow(rDv, gl_FrontMaterial.shininess) * l2Factor * pow(nl, 0.4);
}
}
specular *= gl_FrontMaterial.specular.rgb;;
vec4 clouds = vec4(diffuse + specular, opacity);
if(ndv < planetRim)
clouds.a = 0.0;
//vec4 result = vec4(hazeFactor,0.0,0.0,1.0);
vec4 result = vec4(0.0,0.0,0.0,shadow);
if(hazeLum > 0.0)
result = alphaBlend(result, vec4(haze / hazeLum, hazeLum * lowHaze));
if(clouds.a > 0.0)
result = alphaBlend(result, clouds);
//if(hazeLum > 0.0)
// result = alphaBlend(result, vec4(haze / hazeLum, hazeLum * hiHaze);
if(rimLum > 0.0)
result = alphaBlend(result, vec4(rimHaze / rimLum, rimLum));
//result = vec4(shadow,0.0,0.0,1.0);
result.a *= clamp(ndv / clamp(exag * 2.0, 0.00001, 0.3), 0.0, 1.0);
gl_FragColor = result;
}