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Minor changes
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8 changed files with 50 additions and 2 deletions
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@ -1,5 +1,6 @@
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uniform sampler2D baseTexture;
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varying vec3 sunTint;
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uniform vec3 dayLight;
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uniform lowp vec4 fogColor;
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uniform float fogDistance;
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@ -431,7 +432,7 @@ void main(void)
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// calculate fragment color from components:
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col.rgb =
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adjusted_night_ratio * col.rgb + // artificial light
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(1.0 - adjusted_night_ratio) * ( // natural light
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sunTint * (1.0 - adjusted_night_ratio) * ( // natural light
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col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
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dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
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}
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@ -32,6 +32,7 @@ centroid varying vec2 varTexCoord;
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varying highp vec3 eyeVec;
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varying float nightRatio;
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varying vec3 sunTint;
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// Color of the light emitted by the light sources.
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uniform vec3 artificialLight;
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varying float vIDiff;
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@ -89,6 +90,20 @@ float directional_ambient(vec3 normal)
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return dot(v, vec3(0.670820, 1.000000, 0.836660));
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}
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vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
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{
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// Based on talk at 2002 Game Developers Conference by Naty Hoffman and Arcot J. Preetham
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const float beta_r0 = 1e-5; // Rayleigh scattering beta
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// These factors are calculated based on expected value of scattering factor of 1e-5
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// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
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const vec3 beta_r0_l = vec3(3.3362176e-01, 8.75378289198826e-01, 1.95342379700656) * beta_r0; // wavelength-dependent scattering
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const float atmosphere_height = 15000.; // height of the atmosphere in meters
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// sun/moon light at the ground level, after going through the atmosphere
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return exp(-beta_r0_l * atmosphere_height / (1e-5 - dot(v_LightDirection, vec3(0., 1., 0.))));
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}
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void main(void)
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{
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varTexCoord = (mTexture * inTexCoord0).st;
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@ -162,6 +177,7 @@ void main(void)
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shadow_position.z -= z_bias;
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perspective_factor = pFactor;
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sunTint = vec3(1.0);
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if (f_timeofday < 0.21) {
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adj_shadow_strength = f_shadow_strength * 0.5 *
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(1.0 - mtsmoothstep(0.18, 0.21, f_timeofday));
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@ -172,6 +188,7 @@ void main(void)
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adj_shadow_strength = f_shadow_strength *
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mtsmoothstep(0.21, 0.26, f_timeofday) *
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(1.0 - mtsmoothstep(0.743, 0.793, f_timeofday));
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sunTint = mix(vec3(1.0), getDirectLightScatteringAtGround(v_LightDirection), min(1.0, 4.0 * adj_shadow_strength));
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}
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}
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#endif
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