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earth_shader.frag
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in vec4 vColour;
in vec3 vNormal;
in vec3 vPosEye;
in vec3 vVertex;
in vec2 vTexCoord;
in vec3 vLightPos;
uniform float uOpacity;
uniform bool uLighting;
uniform float uBrightness;
uniform float uContrast;
uniform float uSaturation;
uniform float uAmbient;
uniform float uDiffuse;
uniform float uSpecular;
uniform float uShininess;
uniform bool uTextured;
uniform sampler2D uTexture;
uniform vec3 uClipMin;
uniform vec3 uClipMax;
uniform bool uOpaque;
uniform vec4 uLight;
uniform float uTime;
uniform int uFrame;
uniform vec4 uViewport;
//Custom
uniform float radius;
uniform sampler2D wavetex;
uniform sampler2D wavenormal;
uniform sampler2D blendTex;
uniform float blendFactor = -1.0;
uniform sampler2D data;
uniform int dataMode = -1; //-1 = don't plot, 0 = plot everywhere, 1 = plot on ocean, 2 = plot on land
uniform float dataAlpha = 0.0;
uniform vec4 ocean = vec4(0.0, 0.0, 0.0, 1.0); //Ocean colour override
uniform float depthColour = 2.0; //Power of bathymetry depth on ocean colour, 0=None, 1=linear, 2=^2 etc
uniform bool waves = false;
uniform bool bathymetry = false;
//Topo/bathy range
uniform float heightmin;
uniform float heightmax;
//Allow differing brightness,contrast,saturation over ocean
uniform float ocean_brightness = 0.0;
uniform float ocean_contrast = 0.0;
uniform float ocean_saturation = 0.0;
uniform bool bluemarble; //Enabled when using blue marble textures
#define isnan3(v) any(isnan(v))
out vec4 outColour;
uniform bool uCalcNormal;
in mat3 TBN;
void calcColour(vec3 colour, float alpha, float brightness, float saturation, float contrast)
{
//Brightness adjust
colour += brightness;
//Saturation & Contrast adjust
const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
vec3 AvgLumin = vec3(0.5, 0.5, 0.5);
vec3 intensity = vec3(dot(colour, LumCoeff));
colour = mix(intensity, colour, saturation);
colour = mix(AvgLumin, colour, contrast);
//Gamma correction
//outColour = vec4(pow(colour, vec3(1.0 / uGamma)), alpha);
outColour = vec4(colour, alpha);
}
float rand(vec2 co)
{
return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
}
uniform mat4 uNMatrix;
// All components are in the range [0…1], including hue.
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
void main(void)
{
//Clip planes in X/Y/Z
if (any(lessThan(vVertex, uClipMin)) || any(greaterThan(vVertex, uClipMax))) discard;
float alpha = 1.0; //fColour.a;
float mask = 0.0;
vec4 tColour = texture(uTexture, vTexCoord);
mask = tColour.a;
if (blendFactor >= 0.0)
{
//Blend between two textures
vec4 tColour2 = texture(blendTex, vTexCoord);
tColour = mix(tColour, tColour2, blendFactor);
}
vec4 fColour = tColour;
vec3 lightColour = uLight.xyz;
//Light direction
vec3 lightDir = normalize(vLightPos - vPosEye);
//Calculate diffuse lighting
vec3 N = normalize(vNormal);
//Modified to use energy conservation adjustment
//https://learnopengl.com/Advanced-Lighting/Advanced-Lighting
const float kPi8 = 3.14159265 * 8.0;
//Custom - water blend
//Compare vertex length to water height
float specular = uSpecular;
float shininess = uShininess;
float brightness = uBrightness;
float saturation = uSaturation;
float contrast = uContrast;
float diff = uDiffuse;
vec3 hsv = rgb2hsv(fColour.xyz);
//if (hsv.x > 230.0/360.0 && hsv.x < 280.0 / 360.0) // && hsv.z > 0.35 && hsv.z < 0.65)
//if ((fColour.z > 0.5 && fColour.x < 0.3 && fColour.y > 0.3)) // || (fColour.x * fColour.y * fColour.z > 0.25))
//Ocean/land mask, baked into colour texture alpha channel
bool water = mask <= 0.7;
//bool water = mask >= 0.85 && depth <= 1.0;
//Water calc for shaded relief textures
//bool water = (fColour.z > 0.5 && fColour.x < 0.3 && fColour.y > 0.3);
//bool snow = (fColour.x * fColour.y * fColour.z > 0.5);
bool snow = hsv.y < 0.1 && hsv.z > 0.5;
//Detect blank areas in land texture that should be flagged as water
//(Fixes artifacts on edges of antarctica)
float vlen = length(vVertex);
//water = water || (!snow && hsv.z < 0.09 && (vlen - radius < 0.001));
//if (!snow && hsv.z < 0.09 && (vlen - radius < 0.001))
//Limit to southerly regions ... TODO: also fix artifacts around ice in north polar regions
if (!water && vVertex.y < -0.85*vlen && !snow && hsv.z < 0.19 && (vlen - radius < 0.01))
{
water = true;
//N = normalize(vVertex);
//Flatten normal
N = normalize(mat3(uNMatrix) * normalize(vVertex));
}
if (water && !snow) //Sea-level ice fix, don't apply water shading
{
//Bathymetry is included in topo data
//Normalised depth [0,1] where 0 is sea level
float depth = ((vlen - radius) / (heightmin));
//Calculate the ocean colour
//if (bluemarble)
if (!bathymetry)
{
//blend bathymetry with earth texture based on depth to
//show sense of water depth and some blurred bathymetry detail
//Remove detail of lower depths by clamping to upper range
float depth2 = clamp(pow(1.0-depth, depthColour), 0.6, 1.0) - 0.4;
//float depth2 = pow(1.0-depth, 2*depthColour);
//Default ocean colour, not used unless explicitly set
vec3 c3 = ocean.rgb;
float blend = ocean.a;
if (blend == 0.0 || ocean.rgb == vec3(0.0, 0.0, 0.0))
{
//Ignore flat colour
c3 = vec3(40/255.0, 0.4 + min(depth2, 0.6), 255/255.0);
blend = 0.2 * depth2;
if (!waves)
blend = 0.15 * depth2;
}
else
{
//Blend bathymetry with fixed ocean colour
c3 = mix(fColour.rgb*depth2, ocean.rgb, depth2);
}
fColour.rgb = mix(fColour.rgb, c3, blend);
}
else
{
//Flat ocean colour
float depth2 = pow(1.0-depth, depthColour);
vec3 c3 = ocean.rgb * pow(1.0-depth, depthColour);
float blend = clamp(ocean.a*sqrt(depth), 0.0, 1.0); //1.0; //depth; //ocean.a * depth;
fColour.rgb = mix(fColour.rgb, c3, blend);
}
//Plotting ocean as surface
if (!bathymetry && waves)
{
//Apply ocean texture
if (waves)
{
//Repeated tiling using normal as texcoord
// vec3 NN = normalize(vPosEye); //normalize(vVertex);
//vec4 q = vec4(0, 0.7071068, 0, 0.7071068); //90 deg about Y axis
//vec3 temp = cross(q.xyz, NN) + q.w * NN;
//vec3 rotated = NN + 2.0*cross(q.xyz, temp);
// NN = rotated;
//NN = 3D coord on the unit sphere
// float latitude = acos(NN.z);
// float longitude = atan(NN.x, NN.y);
vec3 P = N; //vNormal; //vVertex; //vec3(0.0, 0.0, radius);
float longitude = asin(P.y); //[-pi/2,pi/2]
float latitude = atan(P.z, P.x); //[-pi,+pi]
vec2 uv = vec2(latitude, longitude);
//vec2 uv = vTexCoord;
//Repeated tiling
uv = fract(uv * 25.0 + float(uFrame) * 0.005);
vec4 wavetex = texture(wavetex, uv);
//Apply normal map in tangent space with TBN matrix
//vec3 waveN = texture(wavenormal, uv).xyz;
vec3 waveN = texture(wavenormal, uv).xyz;
//Convert to tangent space
vec3 N3 = normalize(waveN * 2.0 - 1.0);
N3 = normalize(TBN * N3);
//Wave texture shading : colour effect only, looks good in shallower waters
//fColour.rgb = fColour.rgb * pow(wavetex.r, 0.4) + 0.1;
//fColour.rgb = fColour.rgb * pow(wavetex.r, 0.8);
fColour.rgb = fColour.rgb * pow(wavetex.r, 0.75);
//fColour.rgb = vec3(uv.x, uv.y, 0.0);
//outColour.rgb = fColour.rgb;
//outColour.a = 1.0;
//return;
//Wave normal map - fade in as depth increases
//Only start adding wave normal away from land edges or we get artifacts
if (mask < 0.55)
{
//As depth increases, show higher waves
float wavesize = 0.5 * (depth);
//N = mix(N3, N, min(1.25*depth, 1.0));
N = normalize(mix(N, N3, wavesize));
//N = mix(N3, N, depth);
//fColour.rgb = N;
}
}
//Enhance ocean when using darker texture
if (bluemarble)
{
float mul = waves ? 1.0 : 0.5;
saturation = 1.0 + pow(mul*clamp(1.0-depth, 0.0, 1.0), 3.0);
contrast *= 1.05;
}
brightness = ocean_brightness > 0.0 ? ocean_brightness : brightness;
contrast = ocean_contrast > 0.0 ? ocean_contrast : contrast;
saturation = ocean_saturation > 0.0 ? ocean_saturation : saturation;
}
}
#define PI 3.1415926
//Blend in data texture
if (dataMode >= 0)
{
if (dataMode == 0 || (dataMode == 1 && water) || (dataMode == 2 && !water))
{
// radius, theta, phi
//float theta = acos(vVertex.z/radius);
//float phi = atan(vVertex.y/vVertex.x);
//NN = 3D coord on the unit sphere
//vec3 NN = normalize(vPosEye);
vec3 NN = normalize(vVertex);
float latitude = acos(NN.y);
float longitude = atan(NN.x, NN.z);
//vec3 P = normalize(vVertex); //N; //vNormal; //vVertex; //vec3(0.0, 0.0, radius);
//float longitude = asin(P.y); //[-pi/2,pi/2]
//float latitude = atan(P.z, P.x); //[-pi,+pi]
vec2 uv = vec2(longitude, latitude);
uv.x = clamp(0.5 + uv.x/(2.0*PI), 0.0, 1.0);
uv.x = fract(uv.x + 0.5); //Rotate 180, left edge of texture is at prime meridian
uv.y = clamp(uv.y/PI, 0.0, 1.0);
//vec4 dColour = texture(data, uv);
vec4 dColour;
//https://stackoverflow.com/questions/10564573/glsl-procedural-repetitive-texturecoordinates-cause-visible-seams-due-to-mipmapp
if (uv.x > 0.99 || uv.x < 0.01)
dColour = textureLod(data, uv, 0); //Without this we get seams due to mipmapping
else
dColour = texture(data, uv);
//vec4 dColour = textureLod(data, uv, 0); //Without this we get seams due to mipmapping
//fColour.rgb = vec3(uv.x, uv.y, 0.0); //mix(fColour.rgb, dColour.rgb, dColour.a);
float a = dataAlpha;
if (a == 0.0) a = dColour.a;
fColour.rgb = mix(fColour.rgb, dColour.rgb, a);
//fColour = vec4(dFdx(uv.x), dFdy(uv.y),0,1);
//Disable specular on data plot
if (a > 0.0)
{
specular = mix(specular, 0.0, a);
//Remove any brightness/saturation/contrast adjust
saturation = mix(saturation, 1.0, a);
brightness = mix(brightness, 0.0, a);
contrast = mix(contrast, 1.0, a);
}
}
}
//Calculate diffuse component
//(Single sided lighting only)
float diffuse = max(dot(N, lightDir), 0.0);
if (water && !bathymetry) // && waves)
{
//Increase specular highlights over water
//TODO: uniform variable for this factor
specular *= 2.0; //0.55
shininess *= 2.0;
//shininess = specular * 0.2;
}
//Snow looks overexposed - reduce lighting
//(interferes with texture blending so skip when enabled)
//if (snow && uSpecular > 0.0)
if (snow && specular > 0.5 && blendFactor < 0.0)
{
specular = 0.1;
shininess = 0.05;
diffuse = 0.6;
}
//Compute the specular term
//Specular power, higher is more focused/shiny
shininess = 256.0 * clamp(shininess, 0.0, 1.0);
vec3 specolour = lightColour; //Color of light - use the same as diffuse/ambient
//Blinn-Phong
vec3 viewDir = normalize(-vPosEye);
//Normalize the half-vector
vec3 halfVector = normalize(lightDir + viewDir);
//Use the adjusted normal for the specular component
//Compute cosine (dot product) with the normal
float NdotHV = dot(N, halfVector);
//Single sided lighting
NdotHV = max(NdotHV, 0.0);
//Energy conservation adjustment (more focused/shiny highlight will be brighter)
float energyConservation = ( 8.0 + shininess) / kPi8;
//Multiplying specular by diffuse prevents bands at edges for low shininess
//float spec = diffuse * specular * energyConservation * pow(NdotHV, shininess);
float spec = specular * energyConservation * pow(NdotHV, shininess);
//Final colour - specular + diffuse + ambient
calcColour(lightColour * (fColour.rgb * (uAmbient + diff * diffuse) + vec3(spec)), alpha, brightness, saturation, contrast);
}