mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-05 19:19:39 -06:00
Update for Jupiter moon shadows (#1426)
This commit is contained in:
@@ -17,7 +17,34 @@ local Jupiter = {
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Type = "RenderableGlobe",
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Radii = { 71492000.0, 71492000.0, 66854000.0 },
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SegmentsPerPatch = 64,
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Layers = {}
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Layers = {},
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ShadowGroup = {
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Source1 = {
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Name = "Sun",
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-- All radius in meters
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Radius = 696.3E6
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},
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Caster1 = {
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Name = "Ganymede",
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-- All radius in meters
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Radius = 2631000
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},
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Caster2 = {
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Name = "Io",
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-- All radius in meters
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Radius = 1821600
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},
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Caster3 = {
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Name = "Europa",
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-- All radius in meters
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Radius = 1560800
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},
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Caster4 = {
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Name = "Callisto",
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-- All radius in meters
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Radius = 2410000
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},
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}
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},
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Tag = { "planet_solarSystem", "planet_giants" },
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GUI = {
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@@ -1,297 +1,300 @@
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2020 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2020 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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||||
* or substantial portions of the Software. *
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||||
* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include "fragment.glsl"
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#include "fragment.glsl"
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#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/tileheight.hglsl>
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#include "PowerScaling/powerScaling_fs.hglsl"
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#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl>
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#include <${MODULE_GLOBEBROWSING}/shaders/tileheight.hglsl>
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#include "PowerScaling/powerScaling_fs.hglsl"
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// Below are all the tiles that are used for contributing the actual fragment color
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// Below are all the tiles that are used for contributing the actual fragment color
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#if USE_COLORTEXTURE
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uniform Layer ColorLayers[NUMLAYERS_COLORTEXTURE];
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#endif // USE_COLORTEXTURE
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#if USE_COLORTEXTURE
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uniform Layer ColorLayers[NUMLAYERS_COLORTEXTURE];
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#endif // USE_COLORTEXTURE
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#if USE_NIGHTTEXTURE
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uniform Layer NightLayers[NUMLAYERS_NIGHTTEXTURE];
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#endif // USE_NIGHTTEXTURE
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#if USE_NIGHTTEXTURE
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uniform Layer NightLayers[NUMLAYERS_NIGHTTEXTURE];
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#endif // USE_NIGHTTEXTURE
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#if USE_OVERLAY
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uniform Layer Overlays[NUMLAYERS_OVERLAY];
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#endif // USE_OVERLAY
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#if USE_OVERLAY
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uniform Layer Overlays[NUMLAYERS_OVERLAY];
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#endif // USE_OVERLAY
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#if USE_WATERMASK
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uniform Layer WaterMasks[NUMLAYERS_WATERMASK];
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#endif // USE_WATERMASK
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#if USE_WATERMASK
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uniform Layer WaterMasks[NUMLAYERS_WATERMASK];
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#endif // USE_WATERMASK
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#if SHOW_HEIGHT_RESOLUTION
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uniform vec2 vertexResolution;
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#endif
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//#if USE_NIGHTTEXTURE || USE_WATERMASK || PERFORM_SHADING
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uniform vec3 lightDirectionCameraSpace;
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//#endif
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#if PERFORM_SHADING
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uniform float orenNayarRoughness;
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#endif
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#if SHADOW_MAPPING_ENABLED
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#define NSSamplesMinusOne #{nShadowSamples}
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#define NSSamples (NSSamplesMinusOne + 1)
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in vec4 shadowCoords;
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uniform sampler2DShadow shadowMapTexture;
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uniform float zFightingPercentage;
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#endif
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#if USE_ECLIPSE_SHADOWS
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/*******************************************************************************
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***** ALL CALCULATIONS FOR ECLIPSE ARE IN METERS AND IN WORLD SPACE SYSTEM ****
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*******************************************************************************/
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// JCC: Remove and use dictionary to
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// decides the number of shadows
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const uint numberOfShadows = 1;
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struct ShadowRenderingStruct {
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double xu, xp;
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double rs, rc;
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dvec3 sourceCasterVec;
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dvec3 casterPositionVec;
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bool isShadowing;
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};
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// Eclipse shadow data
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// JCC: Remove and use dictionary to
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// decides the number of shadows
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uniform ShadowRenderingStruct shadowDataArray[numberOfShadows];
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uniform int shadows;
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uniform bool hardShadows;
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vec4 calcShadow(const ShadowRenderingStruct shadowInfoArray[numberOfShadows],
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const dvec3 position, const bool ground)
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{
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if (shadowInfoArray[0].isShadowing) {
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dvec3 pc = shadowInfoArray[0].casterPositionVec - position;
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dvec3 sc_norm = shadowInfoArray[0].sourceCasterVec;
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dvec3 pc_proj = dot(pc, sc_norm) * sc_norm;
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dvec3 d = pc - pc_proj;
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float length_d = float(length(d));
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double length_pc_proj = length(pc_proj);
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float r_p_pi = float(shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xp) / shadowInfoArray[0].xp);
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float r_u_pi = float(shadowInfoArray[0].rc * (shadowInfoArray[0].xu - length_pc_proj) / shadowInfoArray[0].xu);
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if (length_d < r_u_pi) { // umbra
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if (ground) {
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#if USE_ECLIPSE_HARD_SHADOWS
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return vec4(0.2, 0.2, 0.2, 1.0);
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#else
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// butterworthFunc
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return vec4(vec3(sqrt(r_u_pi / (r_u_pi + pow(length_d, 2.0)))), 1.0);
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#endif
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}
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else {
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#if USE_ECLIPSE_HARD_SHADOWS
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return vec4(0.5, 0.5, 0.5, 1.0);
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#else
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return vec4(vec3(length_d / r_p_pi), 1.0);
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#endif
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}
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}
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else if (length_d < r_p_pi) {// penumbra
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#if USE_ECLIPSE_HARD_SHADOWS
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return vec4(0.5, 0.5, 0.5, 1.0);
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#else
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return vec4(vec3(length_d / r_p_pi), 1.0);
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#endif
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}
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}
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return vec4(1.0);
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}
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#endif
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in vec4 fs_position;
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in vec2 fs_uv;
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in vec3 ellipsoidNormalCameraSpace;
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in vec3 levelWeights;
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in vec3 positionCameraSpace;
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#if USE_ACCURATE_NORMALS
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in vec3 ellipsoidTangentThetaCameraSpace;
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in vec3 ellipsoidTangentPhiCameraSpace;
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#endif // USE_ACCURATE_NORMALS
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#if USE_ECLIPSE_SHADOWS
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in vec3 positionWorldSpace;
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#endif // USE_ECLIPSE_SHADOWS
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Fragment getFragment() {
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Fragment frag;
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frag.color = vec4(0.3, 0.3, 0.3, 1.0);
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vec3 normal = normalize(ellipsoidNormalCameraSpace);
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#if USE_ACCURATE_NORMALS
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normal = getTileNormal(
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fs_uv,
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levelWeights,
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normalize(ellipsoidNormalCameraSpace),
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normalize(ellipsoidTangentThetaCameraSpace),
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normalize(ellipsoidTangentPhiCameraSpace)
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);
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#endif /// USE_ACCURATE_NORMALS
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#if USE_COLORTEXTURE
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frag.color = calculateColor(frag.color, fs_uv, levelWeights, ColorLayers);
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#endif // USE_COLORTEXTURE
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#if USE_WATERMASK
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float waterReflectance = 0.0;
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frag.color = calculateWater(
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frag.color,
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fs_uv,
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levelWeights,
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WaterMasks,
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normal,
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lightDirectionCameraSpace, // Should already be normalized
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positionCameraSpace,
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waterReflectance
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);
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#endif // USE_WATERMASK
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#if USE_NIGHTTEXTURE
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frag.color = calculateNight(
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frag.color,
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fs_uv,
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levelWeights,
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NightLayers,
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normalize(ellipsoidNormalCameraSpace),
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lightDirectionCameraSpace // Should already be normalized
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);
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#endif // USE_NIGHTTEXTURE
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#if PERFORM_SHADING
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frag.color = calculateShadedColor(
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frag.color,
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normal,
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lightDirectionCameraSpace,
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normalize(positionCameraSpace),
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orenNayarRoughness
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);
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#endif // PERFORM_SHADING
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#if USE_ECLIPSE_SHADOWS
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frag.color *= calcShadow(shadowDataArray, dvec3(positionWorldSpace), true);
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#endif
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#if USE_OVERLAY
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frag.color = calculateOverlay(frag.color, fs_uv, levelWeights, Overlays);
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#endif // USE_OVERLAY
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#if SHOW_HEIGHT_INTENSITIES
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frag.color.rgb *= vec3(0.1);
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float untransformedHeight = getUntransformedTileVertexHeight(fs_uv, levelWeights);
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float contourLine = fract(10.0 * untransformedHeight) > 0.98 ? 1.0 : 0.0;
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frag.color.r += untransformedHeight;
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frag.color.b = contourLine;
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#endif
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#if SHOW_HEIGHT_RESOLUTION
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frag.color += 0.0001 * calculateDebugColor(fs_uv, fs_position, vertexResolution);
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#if USE_HEIGHTMAP
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frag.color.r = min(frag.color.r, 0.8);
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frag.color.r += tileResolution(fs_uv, HeightLayers[0].pile.chunkTile0) > 0.9 ? 1 : 0;
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#if SHOW_HEIGHT_RESOLUTION
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uniform vec2 vertexResolution;
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#endif
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#endif
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// Other data
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#if USE_WATERMASK
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// Water reflectance is added to the G-Buffer.
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frag.gNormal.w = waterReflectance;
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#else
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frag.gNormal.w = 0.0;
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#endif
|
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// Normal is written View Space (Including SGCT View Matrix).
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frag.gNormal.xyz = normal;
|
||||
//#if USE_NIGHTTEXTURE || USE_WATERMASK || PERFORM_SHADING
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||||
uniform vec3 lightDirectionCameraSpace;
|
||||
//#endif
|
||||
|
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if (dot(positionCameraSpace, vec3(1.0)) != 0.0) {
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frag.gPosition = vec4(positionCameraSpace, 1.0); // in Camera Rig Space
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||||
}
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else {
|
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frag.gPosition = vec4(1.0); // in Camera Rig Space
|
||||
}
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#if PERFORM_SHADING
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||||
uniform float orenNayarRoughness;
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||||
#endif
|
||||
|
||||
frag.depth = fs_position.w;
|
||||
#if SHADOW_MAPPING_ENABLED
|
||||
|
||||
#if SHOW_CHUNK_EDGES
|
||||
const float BorderSize = 0.005;
|
||||
const vec3 BorderColor = vec3(1.0, 0.0, 0.0);
|
||||
#define NSSamplesMinusOne #{nShadowSamples}
|
||||
#define NSSamples (NSSamplesMinusOne + 1)
|
||||
|
||||
vec2 uvOffset = fs_uv - vec2(0.5);
|
||||
float thres = 0.5 - BorderSize * 0.5;
|
||||
bool isBorder = abs(uvOffset.x) > thres || abs(uvOffset.y) > thres;
|
||||
if (isBorder) {
|
||||
frag.color.rgb += BorderColor;
|
||||
}
|
||||
#endif // SHOW_CHUNK_EDGES
|
||||
in vec4 shadowCoords;
|
||||
uniform sampler2DShadow shadowMapTexture;
|
||||
uniform float zFightingPercentage;
|
||||
#endif
|
||||
|
||||
#if SHADOW_MAPPING_ENABLED
|
||||
float shadow = 1.0;
|
||||
if (shadowCoords.w > 1) {
|
||||
vec4 normalizedShadowCoords = shadowCoords;
|
||||
normalizedShadowCoords.z = normalizeFloat(zFightingPercentage * normalizedShadowCoords.w);
|
||||
normalizedShadowCoords.xy = normalizedShadowCoords.xy / normalizedShadowCoords.w;
|
||||
normalizedShadowCoords.w = 1.0;
|
||||
#if USE_ECLIPSE_SHADOWS
|
||||
|
||||
|
||||
#define NSEclipseShadowsMinusOne #{nEclipseShadows}
|
||||
#define NSEclipseShadows (NSEclipseShadowsMinusOne + 1)
|
||||
|
||||
/*******************************************************************************
|
||||
***** ALL CALCULATIONS FOR ECLIPSE ARE IN METERS AND IN WORLD SPACE SYSTEM ****
|
||||
*******************************************************************************/
|
||||
struct ShadowRenderingStruct {
|
||||
double xu, xp;
|
||||
double rs, rc;
|
||||
dvec3 sourceCasterVec;
|
||||
dvec3 casterPositionVec;
|
||||
bool isShadowing;
|
||||
};
|
||||
|
||||
// Eclipse shadow data
|
||||
// JCC: Remove and use dictionary to
|
||||
// decides the number of shadows
|
||||
uniform ShadowRenderingStruct shadowDataArray[NSEclipseShadows];
|
||||
uniform int shadows;
|
||||
uniform bool hardShadows;
|
||||
|
||||
vec4 calcShadow(const ShadowRenderingStruct shadowInfoArray[NSEclipseShadows],
|
||||
const dvec3 position, const bool ground)
|
||||
{
|
||||
#for i in 0..#{nEclipseShadows}
|
||||
if (shadowInfoArray[#{i}].isShadowing) {
|
||||
dvec3 pc = shadowInfoArray[#{i}].casterPositionVec - position;
|
||||
dvec3 sc_norm = shadowInfoArray[#{i}].sourceCasterVec;
|
||||
dvec3 pc_proj = dot(pc, sc_norm) * sc_norm;
|
||||
dvec3 d = pc - pc_proj;
|
||||
|
||||
|
||||
float length_d = float(length(d));
|
||||
double length_pc_proj = length(pc_proj);
|
||||
|
||||
float r_p_pi = float(shadowInfoArray[#{i}].rc * (length_pc_proj + shadowInfoArray[#{i}].xp) / shadowInfoArray[#{i}].xp);
|
||||
float r_u_pi = float(shadowInfoArray[#{i}].rc * (shadowInfoArray[#{i}].xu - length_pc_proj) / shadowInfoArray[#{i}].xu);
|
||||
|
||||
if (length_d < r_u_pi) { // umbra
|
||||
if (ground) {
|
||||
#if USE_ECLIPSE_HARD_SHADOWS
|
||||
return vec4(0.2, 0.2, 0.2, 1.0);
|
||||
#else
|
||||
// butterworthFunc
|
||||
return vec4(vec3(sqrt(r_u_pi / (r_u_pi + pow(length_d, 2.0)))), 1.0);
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
#if USE_ECLIPSE_HARD_SHADOWS
|
||||
return vec4(0.5, 0.5, 0.5, 1.0);
|
||||
#else
|
||||
return vec4(vec3(length_d / r_p_pi), 1.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else if (length_d < r_p_pi) {// penumbra
|
||||
#if USE_ECLIPSE_HARD_SHADOWS
|
||||
return vec4(0.5, 0.5, 0.5, 1.0);
|
||||
#else
|
||||
return vec4(vec3(length_d / r_p_pi), 1.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
float sum = 0;
|
||||
#for i in 0..#{nShadowSamples}
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, -NSSamples + #{i}));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, 0));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, NSSamples - #{i}));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , -NSSamples + #{i}));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , NSSamples - #{i}));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, -NSSamples + #{i}));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, 0));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, NSSamples - #{i}));
|
||||
#endfor
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0));
|
||||
shadow = sum / (8.0 * NSSamples + 1.f);
|
||||
return vec4(1.0);
|
||||
}
|
||||
frag.color.xyz *= shadow < 0.99 ? clamp(shadow + 0.3, 0.0, 1.0) : shadow;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return frag;
|
||||
}
|
||||
in vec4 fs_position;
|
||||
in vec2 fs_uv;
|
||||
in vec3 ellipsoidNormalCameraSpace;
|
||||
in vec3 levelWeights;
|
||||
in vec3 positionCameraSpace;
|
||||
|
||||
#if USE_ACCURATE_NORMALS
|
||||
in vec3 ellipsoidTangentThetaCameraSpace;
|
||||
in vec3 ellipsoidTangentPhiCameraSpace;
|
||||
#endif // USE_ACCURATE_NORMALS
|
||||
|
||||
#if USE_ECLIPSE_SHADOWS
|
||||
in vec3 positionWorldSpace;
|
||||
#endif // USE_ECLIPSE_SHADOWS
|
||||
|
||||
|
||||
|
||||
Fragment getFragment() {
|
||||
Fragment frag;
|
||||
frag.color = vec4(0.3, 0.3, 0.3, 1.0);
|
||||
|
||||
vec3 normal = normalize(ellipsoidNormalCameraSpace);
|
||||
|
||||
#if USE_ACCURATE_NORMALS
|
||||
normal = getTileNormal(
|
||||
fs_uv,
|
||||
levelWeights,
|
||||
normalize(ellipsoidNormalCameraSpace),
|
||||
normalize(ellipsoidTangentThetaCameraSpace),
|
||||
normalize(ellipsoidTangentPhiCameraSpace)
|
||||
);
|
||||
#endif /// USE_ACCURATE_NORMALS
|
||||
|
||||
#if USE_COLORTEXTURE
|
||||
frag.color = calculateColor(frag.color, fs_uv, levelWeights, ColorLayers);
|
||||
#endif // USE_COLORTEXTURE
|
||||
|
||||
#if USE_WATERMASK
|
||||
float waterReflectance = 0.0;
|
||||
frag.color = calculateWater(
|
||||
frag.color,
|
||||
fs_uv,
|
||||
levelWeights,
|
||||
WaterMasks,
|
||||
normal,
|
||||
lightDirectionCameraSpace, // Should already be normalized
|
||||
positionCameraSpace,
|
||||
waterReflectance
|
||||
);
|
||||
|
||||
#endif // USE_WATERMASK
|
||||
|
||||
#if USE_NIGHTTEXTURE
|
||||
frag.color = calculateNight(
|
||||
frag.color,
|
||||
fs_uv,
|
||||
levelWeights,
|
||||
NightLayers,
|
||||
normalize(ellipsoidNormalCameraSpace),
|
||||
lightDirectionCameraSpace // Should already be normalized
|
||||
);
|
||||
|
||||
#endif // USE_NIGHTTEXTURE
|
||||
|
||||
#if PERFORM_SHADING
|
||||
frag.color = calculateShadedColor(
|
||||
frag.color,
|
||||
normal,
|
||||
lightDirectionCameraSpace,
|
||||
normalize(positionCameraSpace),
|
||||
orenNayarRoughness
|
||||
);
|
||||
#endif // PERFORM_SHADING
|
||||
|
||||
#if USE_ECLIPSE_SHADOWS
|
||||
frag.color *= calcShadow(shadowDataArray, dvec3(positionWorldSpace), true);
|
||||
#endif
|
||||
|
||||
#if USE_OVERLAY
|
||||
frag.color = calculateOverlay(frag.color, fs_uv, levelWeights, Overlays);
|
||||
#endif // USE_OVERLAY
|
||||
|
||||
#if SHOW_HEIGHT_INTENSITIES
|
||||
frag.color.rgb *= vec3(0.1);
|
||||
|
||||
float untransformedHeight = getUntransformedTileVertexHeight(fs_uv, levelWeights);
|
||||
float contourLine = fract(10.0 * untransformedHeight) > 0.98 ? 1.0 : 0.0;
|
||||
frag.color.r += untransformedHeight;
|
||||
frag.color.b = contourLine;
|
||||
#endif
|
||||
|
||||
#if SHOW_HEIGHT_RESOLUTION
|
||||
frag.color += 0.0001 * calculateDebugColor(fs_uv, fs_position, vertexResolution);
|
||||
#if USE_HEIGHTMAP
|
||||
frag.color.r = min(frag.color.r, 0.8);
|
||||
frag.color.r += tileResolution(fs_uv, HeightLayers[0].pile.chunkTile0) > 0.9 ? 1 : 0;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Other data
|
||||
#if USE_WATERMASK
|
||||
// Water reflectance is added to the G-Buffer.
|
||||
frag.gNormal.w = waterReflectance;
|
||||
#else
|
||||
frag.gNormal.w = 0.0;
|
||||
#endif
|
||||
// Normal is written View Space (Including SGCT View Matrix).
|
||||
frag.gNormal.xyz = normal;
|
||||
|
||||
if (dot(positionCameraSpace, vec3(1.0)) != 0.0) {
|
||||
frag.gPosition = vec4(positionCameraSpace, 1.0); // in Camera Rig Space
|
||||
}
|
||||
else {
|
||||
frag.gPosition = vec4(1.0); // in Camera Rig Space
|
||||
}
|
||||
|
||||
frag.depth = fs_position.w;
|
||||
|
||||
#if SHOW_CHUNK_EDGES
|
||||
const float BorderSize = 0.005;
|
||||
const vec3 BorderColor = vec3(1.0, 0.0, 0.0);
|
||||
|
||||
vec2 uvOffset = fs_uv - vec2(0.5);
|
||||
float thres = 0.5 - BorderSize * 0.5;
|
||||
bool isBorder = abs(uvOffset.x) > thres || abs(uvOffset.y) > thres;
|
||||
if (isBorder) {
|
||||
frag.color.rgb += BorderColor;
|
||||
}
|
||||
#endif // SHOW_CHUNK_EDGES
|
||||
|
||||
#if SHADOW_MAPPING_ENABLED
|
||||
float shadow = 1.0;
|
||||
if (shadowCoords.w > 1) {
|
||||
vec4 normalizedShadowCoords = shadowCoords;
|
||||
normalizedShadowCoords.z = normalizeFloat(zFightingPercentage * normalizedShadowCoords.w);
|
||||
normalizedShadowCoords.xy = normalizedShadowCoords.xy / normalizedShadowCoords.w;
|
||||
normalizedShadowCoords.w = 1.0;
|
||||
|
||||
float sum = 0;
|
||||
#for i in 0..#{nShadowSamples}
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, -NSSamples + #{i}));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, 0));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, NSSamples - #{i}));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , -NSSamples + #{i}));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , NSSamples - #{i}));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, -NSSamples + #{i}));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, 0));
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, NSSamples - #{i}));
|
||||
#endfor
|
||||
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0));
|
||||
shadow = sum / (8.0 * NSSamples + 1.f);
|
||||
}
|
||||
frag.color.xyz *= shadow < 0.99 ? clamp(shadow + 0.3, 0.0, 1.0) : shadow;
|
||||
#endif
|
||||
|
||||
return frag;
|
||||
}
|
||||
|
||||
@@ -1810,6 +1810,9 @@ void RenderableGlobe::recompileShaders() {
|
||||
// Shadow Mapping Samples
|
||||
shaderDictionary.setValue("nShadowSamples", _generalProperties.nShadowSamples - 1);
|
||||
|
||||
// Exclise Shadow Samples
|
||||
int nEclipseShadows = _ellipsoid.shadowConfigurationArray().size();
|
||||
shaderDictionary.setValue("nEclipseShadows", nEclipseShadows - 1);
|
||||
//
|
||||
// Create local shader
|
||||
//
|
||||
|
||||
Reference in New Issue
Block a user