DYT/Tool/TritonSDK/Resources/projgrid-ellipsoid-fft-patch.glsl
2024-12-25 22:48:51 +08:00

896 lines
28 KiB
GLSL

// projgrid-ellipsoid-fft-patch.glsl
#ifdef OPENGL32
in vec2 vertex;
out vec3 V;
out vec2 foamTexCoords;
out vec2 texCoords;
out vec2 noiseTexCoords;
out vec3 up;
out vec4 wakeNormalsAndFoam;
out float fogFactor;
out float transparency;
#ifdef PROPELLER_WASH
out vec3 washTexCoords;
out float activeWashWidth;
#endif
out float depth;
#ifdef BREAKING_WAVES
out float breaker;
out float breakerFade;
out vec2 breakerTexCoords;
#endif
#ifdef LEEWARD_DAMPENING
out float leewardDampening;
#endif
out vec4 vVertex_Eye_Space;
out vec4 vVertex_Projection_Space;
#ifdef PER_FRAGMENT_PROP_WASH
out vec3 propWashCoords;
out vec3 localPropWashCoords;
#endif
#else
varying vec3 V;
varying vec2 foamTexCoords;
varying vec2 texCoords;
varying vec2 noiseTexCoords;
varying vec3 up;
varying vec4 wakeNormalsAndFoam;
varying float fogFactor;
varying float transparency;
#ifdef PROPELLER_WASH
varying vec3 washTexCoords;
varying float activeWashWidth;
#endif
varying float depth;
#ifdef BREAKING_WAVES
varying float breaker;
varying float breakerFade;
varying vec2 breakerTexCoords;
#endif
#ifdef LEEWARD_DAMPENING
varying float leewardDampening;
#endif
varying vec4 vVertex_Projection_Space;
varying vec4 vVertex_Eye_Space;
#ifdef PER_FRAGMENT_PROP_WASH
varying vec3 propWashCoords;
varying vec3 localPropWashCoords;
#endif
#endif
void user_intercept(in vec3 worldPosition, in vec3 localPosition, in vec4 eyePosition, in vec4 projectedPosition);
vec4 overridePosition(in vec4 position);
float user_get_depth( in vec3 worldPos );
vec3 user_horizon(in vec3 intersect);
void getDepthFromHeightmap(in vec3 worldPos)
{
vec2 texCoord = (trit_heightMapMatrix * vec4(worldPos, 1.0)).xy;
if (clamp(texCoord, vec2(0.0, 0.0), vec2(1.0, 1.0)) == texCoord) {
#ifdef OPENGL32
float height = texture(trit_heightMap, texCoord).x;
#else
float height = texture2D(trit_heightMap, texCoord).x;
#endif
height = height*trit_heightMapRangeOffset.x + trit_heightMapRangeOffset.y;
depth = -(height - trit_seaLevel);
}
}
void getDepthFromDepthmap(in vec3 localPos)
{
vec4 clipPos = trit_projection * (trit_modelview * vec4(localPos, 1.0));
vec3 ndcPos = clipPos.xyz / clipPos.w;
vec2 texCoord = ndcPos.xy * 0.5 + 0.5;
#ifdef OPENGL32
float terrainZ = texture(trit_depthMap, texCoord).x;
#else
float terrainZ = texture2D(trit_depthMap, texCoord).x;
#endif
ndcPos.z = mix(trit_zNearFar.x, trit_zNearFar.y, terrainZ);
clipPos.w = trit_projection[3][2] / (ndcPos.z - (trit_projection[2][2] / trit_projection[2][3]));
clipPos.xyz = ndcPos * clipPos.w;
vec4 terrainWorld = trit_invModelviewProj * clipPos;
depth = length(terrainWorld.xyz) - length(localPos);
}
void computeTransparency(in vec3 worldPos, in vec3 localPos)
{
depth = DEFAULT_DEPTH;
// Compute depth at this position
if ( trit_hasUserHeightMap ) {
depth = user_get_depth(worldPos);
} else if (trit_hasHeightMap) {
getDepthFromHeightmap(worldPos);
} else if (trit_hasDepthMap) {
getDepthFromDepthmap(localPos);
} else {
vec3 l = -up;
vec3 l0 = worldPos;
vec3 n = trit_floorPlaneNormal;
vec3 p0 = trit_floorPlanePoint;
float numerator = dot((p0 - l0), n);
float denominator = dot(l, n);
if (abs(denominator) > 0.0001) {
depth = numerator / denominator;
}
}
// Compute fog at this distance underwater
float fogExponent = abs(depth) * trit_fogDensityBelow;
transparency = clamp(exp(-abs(fogExponent)), 0.0, 1.0);
}
void applyBreakingWaves(inout vec3 v, in float fade, in vec3 worldPos)
{
#ifdef BREAKING_WAVES
breaker = 0.0;
breakerTexCoords = vec2(0.0, 1.0);
bool hasHeightMap = (trit_hasHeightMap || trit_hasUserHeightMap);
if (hasHeightMap && trit_breakerAmplitude > 0 && depth > 1.0 && depth < trit_breakerWavelength * 0.5) {
vec3 direction = trit_breakerDirection;
float alpha = 1.0;
#ifdef BREAKING_WAVES_MAP
bool gotDirection = false;
if (trit_hasBreakingWaveMap) {
vec2 texCoord = (trit_breakingWaveMapMatrix * vec4(worldPos, 1.0)).xy;
if (clamp(texCoord, vec2(0.0, 0.0), vec2(1.0, 1.0)) == texCoord) {
#ifdef OPENGL32
vec4 t = texture(trit_breakingWaveMap, texCoord);
#else
vec4 t = texture2D(trit_breakingWaveMap, texCoord);
#endif
vec3 d = t.xyz;
alpha = t.w;
if (dot(d,d) > 0.0) {
direction = normalize(d);
gotDirection = true;
}
}
}
if (!gotDirection) return;
#endif
float halfWavelength = trit_breakerWavelength * 0.5;
float scaleFactor = ((depth - halfWavelength) / halfWavelength);
float wavelength = trit_breakerWavelength + scaleFactor * trit_breakerWavelengthVariance;
float halfKexp = trit_kexp * 0.5;
scaleFactor = (depth - halfKexp) / halfKexp;
scaleFactor *= 1.0 + trit_steepnessVariance;
float k = (trit_kexp + scaleFactor) * (1.0 - fade);
vec3 horizDir = trit_basis * -direction;
horizDir.z = 0.0;
horizDir = normalize(horizDir);
float dotResult = dot(horizDir.xy, v.xy) * TWOPI / wavelength;
float finalz = (dotResult + trit_breakerPhaseConstant * trit_time);
vec3 binormal = cross(vec3(0.0, 0.0, 1.0), -horizDir);
breakerTexCoords.x = dot(binormal.xy, v.xy);
breakerTexCoords.x /= trit_foamScale * 8.0;
#define OFFSET (PI * 0.3)
float y = mod(finalz, TWOPI);
if (y < OFFSET) return;
float num = PI - y;
float den = PI - OFFSET;
breakerTexCoords.y = num / den;
float sinz = sin(finalz);
finalz = (sinz + 1.0) * 0.5;
finalz = trit_breakerAmplitude * pow(finalz, k);
finalz *= 1.0 - min(depth * trit_breakerDepthFalloff / halfWavelength, 1.0);
finalz *= alpha;
finalz = max(0, finalz);
breaker = clamp(sinz, 0.0, 1.0);
breaker *= 1.0 - min((depth * 3.0 * trit_breakerDepthFalloff) / halfWavelength, 1.0);
breaker *= alpha;
// Hide the backs of waves if we're transparent
float opacity = 1.0 - transparency;
finalz = mix(0.0, finalz, pow(opacity, 6.0));
v.z += finalz;
}
#endif
}
void applyCircularWaves(inout vec3 v, in vec3 localPos, float fade, out vec2 slope, out float foam)
{
int i;
vec3 slope3 = vec3(0.0, 0.0, 0.0);
float disp = 0.0;
for (i = 0; i < trit_numCircularWaves; i++) {
vec3 D = (localPos - trit_circularWaves[i].position);
float dist = length(D);
float r = dist - trit_circularWaves[i].radius;
if (abs(r) < trit_circularWaves[i].halfWavelength) {
float amplitude = trit_circularWaves[i].amplitude;
float theta = trit_circularWaves[i].k * r;
disp += amplitude * cos(theta);
float derivative = amplitude * -sin(theta);
slope3 += D * (derivative / dist);
}
}
v.z += disp * fade;
slope = (trit_basis * slope3).xy * fade;
foam = max(0.0, disp * fade);
}
void applyLeewardDampening(in vec3 v)
{
#ifdef LEEWARD_DAMPENING
int i;
float maxDampening = 0.0;
for (i = 0; i < trit_numLeewardDampeners; i++) {
vec3 bowPos = trit_leewardDampeners[i].bowPos;
vec3 sternPos = trit_leewardDampeners[i].sternPos;
vec3 center = (bowPos + sternPos) * 0.5;
vec3 P = v - center;
vec3 axis = normalize(bowPos - sternPos);
float radius = length(bowPos - sternPos) * 0.5;
float blockage = 1.0 - abs(dot(trit_basis * axis, trit_windDir));
float directional = max(dot(trit_basis * P, trit_windDir), 0);
float distance = max(1.0 - length(P) / radius, 0);
float dampening = blockage * directional * distance * trit_leewardDampeningStrength;
dampening *= trit_leewardDampeners[i].velocityDampening;
maxDampening = max(dampening, maxDampening);
}
leewardDampening = 1.0 - maxDampening;
leewardDampening = clamp(leewardDampening, 0.0, 1.0);
#endif
}
void applyKelvinWakes(inout vec3 v, in vec3 localPos, float fade, inout vec2 slope, inout float foam)
{
#ifdef KELVIN_WAKES
vec2 accumSlope = vec2(0,0);
float disp = 0.0;
float accumFoam = 0.0;
float hullWakeFoam = 0.0;
int i;
for (i = 0; i < trit_numKelvinWakes; i++) {
vec3 X0 = trit_wakes[i].position - trit_wakes[i].shipPosition;
vec3 T = normalize(X0);
vec3 N = up;
vec3 B = normalize(cross(N, T));
vec3 P = localPos - trit_wakes[i].shipPosition;
vec3 X;
X.x = dot(P, T);
X.y = dot(P, B);
// X.z = dot(P, N);
float xLen = length(X0);
vec2 tc;
tc.x = X.x / (1.54 * xLen);
tc.y = (X.y) / (1.54 * xLen) + 0.5;
if (clamp(tc, 0.01, 0.99) == tc) {
#ifdef OPENGL32
vec4 displacementSample = texture(trit_displacementTexture, tc);
#else
vec4 displacementSample = texture2D(trit_displacementTexture, tc);
#endif
float displacement = displacementSample.w;
displacement *= trit_wakes[i].amplitude;
accumFoam += displacement * displacement * trit_wakes[i].foamAmount;
vec3 normal = normalize(displacementSample.xyz * 2.0 - 1.0);
float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) );
mat3 TBN = mat3( T * invmax, B * invmax, N );
normal = TBN * normal;
// Convert to z-up
normal = trit_basis * normal;
if (clamp(normal.xy, vec2(-0.05, -0.05), vec2(0.05, 0.05)) == normal.xy) {
normal = vec3(0.0,0.0,1.0);
}
normal.xy *= min(1.0, trit_wakes[i].amplitude);
normal = normalize(normal);
disp += displacement;
vec2 thisSlope = vec2(normal.x / normal.z, normal.y / normal.z);
accumSlope += thisSlope;
//accumFoam += length(thisSlope) * trit_wakes[i].foamAmount;
//accumFoam += (1.0 - exp(-displacement)) * trit_wakes[i].foamAmount;
}
if(trit_wakes[i].hullWakeLengthReciprocal > 0.0) {
tc.y = X.x * (trit_wakes[i].hullWakeLengthReciprocal);
tc.x = (X.y) / (trit_wakes[i].hullWakeWidth) + 0.5;
if (clamp(tc, 0.01, 0.99) == tc) {
#ifdef OPENGL32
vec4 hullWakeSample = texture(trit_hullWakeTexture, tc);
#else
vec4 hullWakeSample = texture2D(trit_hullWakeTexture, tc);
#endif
if(hullWakeSample.z > 0.0) {
float ty = X.x * trit_wakes[i].hullWakeLengthReciprocal;
float t = length(P) * trit_wakes[i].hullWakeLengthReciprocal;
if(ty < 0.1) {
float tScale = 10.0*ty;
hullWakeFoam = hullWakeSample.z * trit_wakes[i].foamAmount * tScale;
} else if(ty > 0.9) {
float tScale = 1.0-(10.0*(ty-0.9));
hullWakeFoam = hullWakeSample.z * trit_wakes[i].foamAmount * tScale;
} else {
hullWakeFoam = hullWakeSample.z * trit_wakes[i].foamAmount;
}
}
}
}
}
v.z += disp;// * fade;
accumFoam += min(1.0, hullWakeFoam);
foam += min(1.0, accumFoam);
slope += accumSlope * fade;
#endif
}
void applyPropWash(in vec3 v, in vec3 localPos)
{
#ifdef PROPELLER_WASH
washTexCoords = vec3(0.0, 0.0, 0.0);
activeWashWidth = -1.0;
for (int i = 0; i < trit_numPropWashes; i++) {
//if (trit_washes[i].distFromSource == 0) continue;
vec3 C = trit_washes[i].deltaPos;
vec3 A = localPos - trit_washes[i].propPosition;
float segmentLength = length(C);
// Compute t
float t0 = dot(C, A) / dot(C, C);
// Compute enough overlap to account for curved paths.
float overlap = (trit_washes[i].washWidth / segmentLength) * 0.5;
if (t0 >= -overlap && t0 <= 1.0 + overlap) {
// Compute distance from source
float distFromSource = trit_washes[i].distFromSource - (1.0 - t0) * segmentLength;
// Compute wash width
float washWidth = (trit_washes[i].washWidth * pow(distFromSource, 1.0 / 4.5)) * 0.5;
// Compute distance to line
vec3 B = A - C;
vec3 aCrossB = cross(A, B);
float d = length(aCrossB) / segmentLength;
// The direction of A X B indicates if we're 'left' or 'right' of the path
float nd = d / washWidth;
if (clamp(nd, 0.0, 1.0) == nd) {
float t = t0;
if(nd >= 0 && nd <= 1.0) {
if(dot(up, aCrossB) >= 0) {
t = (1.0f-nd*0.5)-0.5;
} else {
t = 0.5f+(nd*0.5);
}
}
nd = t;
washTexCoords.x = nd;
// The t0 parameter from our initial distance test to the line segment makes
// for a handy t texture coordinate
//scale texture by 4 to reduce tiling
washTexCoords.y = (trit_washes[i].washLength - distFromSource) / (4.0*trit_washes[i].washWidth);
// We stuff the blend factor into the r coordinate.
//float blend = max(0.0, 1.0 - distFromSource / (trit_washLength));
float blend = mix(trit_washes[i].alphaEnd, trit_washes[i].alphaStart, t0);
if(t < 0.1) {
blend *= max(0.0, 10.0*t);
} else if(t > 0.9) {
blend *= max(0.0, (1.0-t)*10.0);
}
washTexCoords.z = clamp(blend, 0.0, 1.0);
activeWashWidth = trit_washes[i].washWidth;
}
}
}
#endif
}
#ifdef DOUBLE_PRECISION
// Intersect a ray of origin P0 and direction v against a unit sphere centered at the origin
bool raySphereIntersect(in dvec3 p0, in dvec3 v, out dvec3 intersection)
{
double twop0v = 2.0 * dot(p0, v);
double p02 = dot(p0, p0);
double v2 = dot(v, v);
double disc = twop0v * twop0v - (4.0 * v2)*(p02 - 1.0);
if (disc > 0.0) {
double discSqrt = sqrt(disc);
double den = 2.0 * v2;
double t = (-twop0v - discSqrt) / den;
if (t < 0.0) {
t = (-twop0v + discSqrt) / den;
}
intersection = p0 + t * v;
return true;
} else {
intersection = vec3(0.0, 0.0, 0.0);
return false;
}
}
// Intersect a ray against an ellipsoid centered at the origin
bool rayEllipsoidIntersect(in vec3 R0, in vec3 Rd, out vec3 intersection)
{
// Distort the ray so it aims toward a unit sphere, do a sphere intersection
// and scale it back to the ellpsoid's space.
dvec3 scaledR0 = R0 * trit_oneOverRadii;
dvec3 scaledRd = Rd * trit_oneOverRadii;
dvec3 sphereIntersection;
if (raySphereIntersect(scaledR0, scaledRd, sphereIntersection)) {
intersection = vec3(sphereIntersection) * trit_radii;
return true;
} else {
#ifdef SMOOTH_HORIZON
// Project Vector A onto B
// Vector A - Vector from eye to center of the earth.
// Vector B - Direction vector from gridpoint near to gridpoint far frustum.
// Vector C - Is the result of Projecting vector A onto B.
vec3 a = vec3(-trit_cameraPos);
vec3 b = normalize(vec3(R0+Rd) - vec3(trit_cameraPos));
vec3 c = dot(a,b) * b;
// Get the direction vector from the center of the earth to the closest point to
// the horizon for vector b.
// Scale by the earth radius to get the point on the edge of the horizon.
intersection = trit_radii * normalize(c + vec3(trit_cameraPos));
// Optimize by hiding vertices that have a vector b further then 6 degrees from the
// horizon edge. Below calculation is to optimize atan(length(d)) > 6 degrees.
float angle = pow(tan(6.0 * (PI / 180.0)), 2.0);
vec3 d = vec3(intersection) - (c + vec3(trit_cameraPos));
float d_dist = dot(d,d) / dot(c,c);
// Cull the vertex if angle to projected vertex is greater than 90 degrees
const float max_proj_angle = 0.0;
intersection = (dot(normalize(a),b) < max_proj_angle || d_dist > angle) ?
vec3(trit_cameraPos) : intersection;
return true;
#else
intersection = vec3(0.0, 0.0, 0.0);
return false;
#endif
}
}
#else
// Intersect a ray of origin P0 and direction v against a unit sphere centered at the origin
bool raySphereIntersect(in vec3 p0, in vec3 v, out vec3 intersection)
{
float twop0v = 2.0 * dot(p0, v);
float p02 = dot(p0, p0);
float v2 = dot(v, v);
float disc = twop0v * twop0v - (4.0 * v2)*(p02 - 1.0);
if (disc > 0.0) {
float discSqrt = sqrt(disc);
float den = 2.0 * v2;
float t = (-twop0v - discSqrt) / den;
if (t < 0.0) {
t = (-twop0v + discSqrt) / den;
}
intersection = p0 + t * v;
return true;
} else {
intersection = vec3(0.0, 0.0, 0.0);
return false;
}
}
// Intersect a ray against an ellipsoid centered at the origin
bool rayEllipsoidIntersect(in vec3 R0, in vec3 Rd, out vec3 intersection)
{
// Distort the ray so it aims toward a unit sphere, do a sphere intersection
// and scale it back to the ellpsoid's space.
vec3 scaledR0 = R0 * trit_oneOverRadii;
vec3 scaledRd = Rd * trit_oneOverRadii;
vec3 sphereIntersection;
if (raySphereIntersect(scaledR0, scaledRd, sphereIntersection)) {
intersection = sphereIntersection * trit_radii;
return true;
} else {
#ifdef SMOOTH_HORIZON
// Project Vector A onto B
// Vector A - Vector from eye to center of the earth.
// Vector B - Direction vector from gridpoint near to gridpoint far frustum.
// Vector C - Is the result of Projecting vector A onto B.
vec3 a = -trit_cameraPos;
vec3 b = normalize((R0+Rd) - trit_cameraPos);
vec3 c = dot(a,b) * b;
// Get the direction vector from the center of the earth to the closest point to
// the horizon for vector b.
// Scale by the earth radius to get the point on the edge of the horizon.
intersection = trit_radii * normalize(c + trit_cameraPos);
// Optimize by hiding vertices that have a vector b further then 6 degrees from the
// horizon edge. Below calculation is to optimize atan(length(d)) > 6 degrees.
float angle = pow(tan(6.0f * (PI / 180.0f)), 2.0);
vec3 d = intersection - (c + trit_cameraPos);
float d_dist = dot(d,d) / dot(c,c);
// Cull the vertex if angle to projected vertex is greater than 90 degrees
const float max_proj_angle = 0.0;
intersection = (dot(normalize(a),b) < max_proj_angle || d_dist > angle) ?
trit_cameraPos : intersection;
return true;
#else
intersection = vec3(0.0f);
return false;
#endif
return true;
}
}
#endif
// Alternate, faster method - but it can't handle viewpoints inside the ellipsoid.
// If you don't need underwater views, this may be better for you.
bool rayEllipsoidIntersectFast(in vec3 R0, in vec3 Rd, out vec3 intersection)
{
vec3 q = R0 * trit_oneOverRadii;
vec3 bUnit = normalize(Rd * trit_oneOverRadii);
float wMagnitudeSquared = dot(q, q) - 1.0;
float t = -dot(bUnit, q);
float tSquared = t * t;
if ((t >= 0.0) && (tSquared >= wMagnitudeSquared)) {
float temp = t - sqrt(tSquared - wMagnitudeSquared);
vec3 r = (q + temp * bUnit);
intersection = r * trit_radii;
return true;
} else {
intersection = vec3(0.0, 0.0, 0.0);
return false;
}
}
bool rayPlaneIntersect(in vec4 p0, in vec4 p1, out vec4 intersection)
{
// Intersect with the sea level
vec4 dp = p1 - p0;
float t = -dot(p0, trit_plane) / dot( dp, trit_plane);
if (t > 0.0 && t < 1.0) {
intersection = dp * t + p0;
intersection /= intersection.w;
return true;
} else {
intersection = vec4(0.0, 0.0, 0.0, 0.0);
return false;
}
}
vec3 computeArcLengths(in vec3 localPos, in vec3 northDir, in vec3 eastDir)
{
vec3 pt = trit_referenceLocation + localPos;
return vec3(dot(pt, eastDir), dot(pt, northDir), 0.0);
}
#ifdef DOUBLE_PRECISION
// Computes the longitude and latitude given a world space position.
vec2 computeLonLat( dvec3 worldPos )
{
vec2 lon_lat;
vec3 unit_world = vec3( normalize(worldPos) );
// Compute latitude and longitude from the world position. Then use the latitude
// and longitude to compute the proper texture coordinates.
// 1.0 minus the Earth's flattening.
const double ONE_MINUS_F = 0.99664718934016494;
// The Earth's eccentricity squared multiplied by the Earth's equatorial radius.
const double ECC_SQ_A = 0.0066943799803493281;
// ONE_MINUS_F*ECC_SQ/(1-ECC_SQ))*A
const double LATITUDE_TERM = 0.0067169004758658611;
// This code only does one iteration of an iterative method for computing
// latitude and longitude. We assume one iteration is good enough.
lon_lat.x = atan( float(unit_world.y), float(unit_world.x) );
// Compute p = sqrt(x^2 + y^2)
float p = length( unit_world.xy );
// Compute the reduced latitude.
float u = atan( unit_world.z, float(p*ONE_MINUS_F) );
// Compute the initial guess for latitude.
lon_lat.y = atan( float(unit_world.z + LATITUDE_TERM*pow( sin(u), 3.0)),
float( p - ECC_SQ_A*pow( cos(u), 3.0 ) ) );
return lon_lat;
}
// Returns a world space position given longitude and latitude.
dvec4 computeWorldSpace( vec2 lon_lat )
{
dvec4 worldPos;
const double A = 6378137.0;
const double ONE_MINUS_F_SQ = 0.99330562001965061;
// Below fudge value is kind of a hack to account for the 0.5m offset
const double ALT_FUDGE = 0.5;
float cos_lat = cos(lon_lat.y);
float cos_lon = cos(lon_lat.x);
float sin_lat = sin(lon_lat.y);
float sin_lon = sin(lon_lat.x);
double C = 1/sqrt( cos_lat*cos_lat + ONE_MINUS_F_SQ*sin_lat*sin_lat );
double S = ONE_MINUS_F_SQ*C;
double AC_plus_Alt = A*C + trit_seaLevel + ALT_FUDGE;
worldPos.x = AC_plus_Alt*cos_lat*cos_lon;
worldPos.y = AC_plus_Alt*cos_lat*sin_lon;
worldPos.z = (A*S + trit_seaLevel + ALT_FUDGE)*sin_lat;
worldPos.w = 1.0;
return worldPos;
}
#else
// Computes the longitude and latitude given a world space position.
vec2 computeLonLat( vec3 worldPos )
{
vec2 lon_lat;
// Compute latitude and longitude from the world position. Then use the latitude
// and longitude to compute the proper texture coordinates.
// 1.0 minus the Earth's flattening.
const float ONE_MINUS_F = 0.99664718934016494;
// The Earth's eccentricity squared multiplied by the Earth's equatorial radius.
const float ECC_SQ_A = 42697.672707180369;
// ONE_MINUS_F*ECC_SQ/(1-ECC_SQ))*A
const float LATITUDE_TERM = 42841.3164;
// This code only does one iteration of an iterative method for computing
// latitude and longitude. We assume one iteration is good enough.
lon_lat.x = atan( worldPos.y, worldPos.x );
// Compute p = sqrt(x^2 + y^2)
float p = length( worldPos.xy );
// Compute the reduced latitude.
float u = atan( worldPos.z, (p*ONE_MINUS_F) );
// Compute the initial guess for latitude.
lon_lat.y = atan( (worldPos.z + LATITUDE_TERM*pow( sin(u), 3.0)),
( p - ECC_SQ_A*pow( cos(u), 3.0 ) ) );
return lon_lat;
}
// Returns a world space position given longitude and latitude.
vec4 computeWorldSpace( vec2 lon_lat )
{
vec4 worldPos;
const float A = 6378137.0;
const float ONE_MINUS_F_SQ = 0.99330562001965061;
// Below fudge value is kind of a hack to account for the 0.5m offset
const float ALT_FUDGE = 0.5;
float cos_lat = cos(lon_lat.y);
float cos_lon = cos(lon_lat.x);
float sin_lat = sin(lon_lat.y);
float sin_lon = sin(lon_lat.x);
float C = 1/sqrt( cos_lat*cos_lat + ONE_MINUS_F_SQ*sin_lat*sin_lat );
float S = ONE_MINUS_F_SQ*C;
float AC_plus_Alt = A*C + trit_seaLevel + ALT_FUDGE;
worldPos.x = AC_plus_Alt*cos_lat*cos_lon;
worldPos.y = AC_plus_Alt*cos_lat*sin_lon;
worldPos.z = (A*S + trit_seaLevel + ALT_FUDGE)*sin_lat;
worldPos.w = 1.0;
return worldPos;
}
#endif
void main()
{
wakeNormalsAndFoam = vec4( 0.0, 0.0, 1.0, 0.0 );
transparency = 0.0;
#ifdef LEEWARD_DAMPENING
leewardDampening = 1.0;
#endif
#ifdef PROPELLER_WASH
washTexCoords = vec3(0.0, 0.0, 0.0);
#endif
// To avoid precision issues, the translation component of the modelview matrix
// is zeroed out, and the camera position passed in via cameraPos
#ifdef OPENGL32
vec4 localPos = trit_modelMatrix * vec4(vertex.x, vertex.y, 0.0, 1.0);
#else
vec4 localPos = trit_modelMatrix * gl_Vertex;
#endif
#ifdef DOUBLE_PRECISION
dvec4 worldPos = localPos + dvec4(trit_cameraPos, 0.0);
// Convert the world space position to latitude/longitude.
vec2 lon_lat = computeLonLat( worldPos.xyz );
// Convert back to world space assuming the altitude is 0.0.
worldPos = computeWorldSpace( lon_lat );
localPos.xyz = vec3(worldPos.xyz - trit_cameraPos);
#else
vec4 worldPos = localPos + vec4(trit_cameraPos, 0.0);
#endif
float fogExponent = length(localPos.xyz) * trit_fogDensity;
fogFactor = clamp(exp(-(fogExponent * fogExponent)), 0.0, 1.0);
up = vec3(normalize(worldPos.xyz));
// Transform position on the ellipsoid into a planar reference,
// x east, y north, z up
vec3 planar = computeArcLengths(localPos.xyz, trit_north, trit_east);
// Compute water depth and transparency
computeTransparency(vec3(worldPos.xyz), localPos.xyz);
float fade = 1.0 - smoothstep(0.0, 1.0, length(localPos.xyz) * trit_invDampingDistance);
#ifdef BREAKING_WAVES
// Fade out waves in the surge zone
float depthFade = 1.0;
if (trit_surgeDepth > 0.0) {
depthFade = min(trit_surgeDepth, depth) / trit_surgeDepth;
depthFade = clamp(depthFade, 0.0, 1.0);
}
fade *= depthFade;
breakerFade = depthFade;
#endif
// Compute displacement
texCoords = planar.xy / trit_textureSize;
#ifdef OPENGL32
vec3 disp = texture(trit_displacementMap, texCoords).xyz;
#ifdef DISPLACEMENT_DETAIL
disp += texture(trit_displacementMap, texCoords * 2.0).xyz * DISPLACEMENT_DETAIL_FACTOR;
#endif
#else
vec3 disp = texture2D(trit_displacementMap, texCoords).xyz;
#ifdef DISPLACEMENT_DETAIL
disp += texture2D(trit_displacementMap, texCoords * 2.0).xyz * DISPLACEMENT_DETAIL_FACTOR;
#endif
#endif
// Hide the backs of waves if we're transparent
float opacity = 1.0 - transparency;
disp.z = mix(0.0, disp.z, pow(opacity, 6.0));
disp = disp * fade;
localPos.xyz += disp.x * trit_east + disp.y * trit_north;
foamTexCoords = (planar.xy + disp.xy) / trit_foamScale;
noiseTexCoords = texCoords * 0.03;
if (trit_doWakes) {
vec2 slope;
float foam;
applyCircularWaves(planar, localPos.xyz, fade, slope, foam);
applyKelvinWakes(planar, localPos.xyz, fade, slope, foam);
#ifdef PER_FRAGMENT_PROP_WASH
propWashCoords = planar;
localPropWashCoords = localPos.xyz;
#else
applyPropWash(planar, localPos.xyz);
#endif
applyLeewardDampening(localPos.xyz);
vec3 sx = vec3(1.0, 0.0, slope.x);
vec3 sy = vec3(0.0, 1.0, slope.y);
wakeNormalsAndFoam.xyz = normalize(cross(sx, sy));
wakeNormalsAndFoam.w = min(1.0, foam);
} else {
fade = 0.0;
}
#ifdef LEEWARD_DAMPENING
disp.z *= leewardDampening;
#endif
applyBreakingWaves(planar, fade, vec3(worldPos.xyz));
// Transform back into geocentric coords
localPos.xyz += (disp.z + planar.z) * up;
V = localPos.xyz;
// Project it back again, apply depth offset.
vec4 v = trit_modelview * localPos;
vVertex_Eye_Space = v;
v.w -= trit_depthOffset;
vec4 vVertInProjSpc = trit_projection * v;
vVertex_Projection_Space = vVertInProjSpc;
if (trit_bypassOverridePosition && trit_depthOnly) {
gl_Position = vVertInProjSpc;
} else {
gl_Position = overridePosition(vVertInProjSpc);
}
user_intercept(vec3(trit_cameraPos) + localPos.xyz, localPos.xyz, vVertex_Eye_Space, vVertex_Projection_Space);
}