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fgdata/Shaders/transition.frag

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// -*-C++-*-
// Texture switching based on face slope and snow level
// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
// © Emilian Huminiuc 2011
#version 120
varying float RawPosZ;
varying vec3 WorldPos;
varying vec3 normal;
varying vec3 Vnormal;
varying vec4 eyePos;
uniform float SnowLevel;
uniform float Transitions;
uniform float InverseSlope;
uniform float RainNorm;
uniform float CloudCover0;
uniform float CloudCover1;
uniform float CloudCover2;
uniform float CloudCover3;
uniform float CloudCover4;
uniform sampler2D BaseTex;
uniform sampler2D SecondTex;
uniform sampler2D ThirdTex;
uniform sampler2D SnowTex;
uniform sampler3D NoiseTex;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
void main()
{
float pf = 0.0;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 texel = vec4(0.0);
vec4 specular = vec4(0.0);
float cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
vec4 Noise = texture3D(NoiseTex, WorldPos.xyz*0.0011);
vec4 Noise2 = texture3D(NoiseTex, WorldPos.xyz * 0.00008);
float MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
float MixFactor2 = Noise2.r * Noise2.g * Noise2.b;
MixFactor *= 300.0;
MixFactor2 *= 300.0;
MixFactor = clamp(MixFactor, 0.0, 1.0);
MixFactor2 = clamp(MixFactor2, 0.0, 1.0);
float L1 = 0.90 - 0.02 * MixFactor; //first transition slope
float L2 = 0.78 + 0.04 * MixFactor; //Second transition slope
// If gl_Color.a == 0, this is a back-facing polygon and the
// Vnormal should be reversed.
// vec3 n = (2.0 * gl_Color.a - 1.0) * Vnormal;
vec3 n = normalize(Vnormal);
float nDotVP = max(0.0, dot(n, normalize(gl_LightSource[0].position.xyz)));
float nDotHV = max(0.0, dot(n, normalize(gl_LightSource[0].halfVector.xyz)));
vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP * getShadowing();
if (nDotVP > 0.0)
pf = pow(nDotHV, gl_FrontMaterial.shininess);
if (gl_FrontMaterial.shininess > 0.0)
specular = gl_FrontMaterial.specular * gl_LightSource[0].diffuse * pf;
// vec4 diffuseColor = gl_FrontMaterial.emission +
// vec4(1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient) +
// Diffuse * gl_FrontMaterial.diffuse;
vec4 ambientColor = gl_LightModel.ambient + gl_LightSource[0].ambient;
//vec4 diffuseColor = gl_Color + Diffuse * gl_FrontMaterial.diffuse + ambientColor;
vec4 diffuseColor = vec4(Diffuse) + ambientColor; //ATI workaround
diffuseColor += specular * gl_FrontMaterial.specular;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.
diffuseColor = clamp(diffuseColor, 0.0, 1.0);
//Select texture based on slope
float slope = normalize(normal).z;
//pull the texture fetch outside flow control to fix aliasing artefacts :(
vec4 baseTexel = texture2D(BaseTex, gl_TexCoord[0].st);
vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st);
vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st);
vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st);
//Normal transition. For more abrupt faces apply another texture (or 2).
if (InverseSlope == 0.0) {
//Do we do an intermediate transition
if (Transitions >= 1.5) {
if (slope >= L1) {
texel = baseTexel;
}
if (slope >= L2 && slope < L1){
texel = mix(secondTexel, baseTexel, smoothstep(L2, L1 - 0.06 * MixFactor, slope));
}
if (slope < L2){
texel = mix(thirdTexel, secondTexel, smoothstep(L2 - 0.13 * MixFactor, L2, slope));
}
// Just one transition
} else if (Transitions < 1.5) {
if (slope >= L1) {
texel = baseTexel;
}
if (slope < L1) {
texel = mix(thirdTexel, baseTexel, smoothstep(L2 - 0.13 * MixFactor, L1, slope));
}
}
//Invert the transition: keep original texture on abrupt slopes and switch to another on flatter terrain
} else if (InverseSlope > 0.0) {
//Interemdiate transition ?
if (Transitions >= 1.5) {
if (slope >= L1 + 0.1) {
texel = thirdTexel;
}
if (slope >= L2 && slope < L1 + 0.1){
texel = mix(secondTexel, thirdTexel, smoothstep(L2 + 0.06 * MixFactor, L1 + 0.1, slope));
}
if (slope <= L2){
texel = mix(baseTexel, secondTexel, smoothstep(L2 - 0.06 * MixFactor, L2, slope));
}
//just one
} else if (Transitions < 1.5) {
if (slope > L1 + 0.1) {
texel = thirdTexel;
}
if (slope <= L1 + 0.1){
texel = mix(baseTexel, thirdTexel, smoothstep(L2 - 0.06 * MixFactor, L1 + 0.1, slope));
}
}
}
//darken textures with wetness
float wetness = 1.0 - 0.3 * RainNorm;
texel.rgb = texel.rgb * wetness;
float altitude = RawPosZ;
//Snow texture for areas higher than SnowLevel
if (altitude >= SnowLevel - (1000.0 * slope + 300.0 * MixFactor) && slope > L2 - 0.12) {
texel = mix(texel, mix(texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope)),
smoothstep(SnowLevel - (1000.0 * slope + 300.0 * MixFactor),
SnowLevel - (1000.0 * slope - 150.0 * MixFactor),
altitude)
);
}
vec4 fragColor = diffuseColor * texel + specular;
fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, texel.rgb);
if(cover >= 2.5){
fragColor.rgb = fragColor.rgb * 1.2;
} else {
fragColor.rg = fragColor.rg * (0.6 + 0.2 * cover);
fragColor.b = fragColor.b * (0.5 + 0.25 * cover);
}
fragColor.rgb *= 1.2 - 0.6 * MixFactor * MixFactor2;
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}