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fgdata/Shaders/landmass.frag

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GLSL
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#version 120
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
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varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 Normal;
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varying vec4 constantColor;
varying float bump;
uniform sampler3D NoiseTex;
uniform sampler2D BaseTex;
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uniform sampler2D NormalTex;
uniform float depth_factor;
uniform float quality_level; // From /sim/rendering/quality-level
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uniform float snowlevel; // From /sim/rendering/snow-level-m
const float scale = 1.0;
int linear_search_steps = 10;
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float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
{
float size = 1.0 / float(linear_search_steps);
float depth = 0.0;
float best_depth = 1.0;
for(int i = 0; i < linear_search_steps - 1; ++i)
{
depth += size;
float t = texture2D(reliefMap, dp + ds * depth).a;
if(best_depth > 0.996)
if(depth >= t)
best_depth = depth;
}
depth = best_depth;
const int binary_search_steps = 5;
for(int i = 0; i < binary_search_steps; ++i)
{
size *= 0.5;
float t = texture2D(reliefMap, dp + ds * depth).a;
if(depth >= t)
{
best_depth = depth;
depth -= 2.0 * size;
}
depth += size;
}
return(best_depth);
}
void main (void)
{
if ( quality_level >= 3.5 ) {
linear_search_steps = 20;
}
vec2 uv, dp, ds;
vec3 N;
float d;
if ( bump > 0.9 && quality_level >= 2.0 )
{
vec3 V = normalize(ecPosition.xyz);
float a = dot(VNormal, -V);
vec2 s = vec2(dot(V, VTangent), dot(V, VBinormal));
s *= depth_factor / a;
ds = s;
dp = gl_TexCoord[0].st;
d = ray_intersect(NormalTex, dp, ds);
uv = dp + ds * d;
N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
}
else
{
uv = gl_TexCoord[0].st;
N = vec3(0.0, 0.0, 1.0);
}
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vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
float fogFactor;
float fogCoord = ecPosition.z;
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
float biasFactor = fogFactor = clamp(fogFactor, 0.0, 1.0);
float n=0.06;
n += nvL[0]*0.4;
n += nvL[1]*0.6;
n += nvL[2]*2.0;
n += nvL[3]*4.0;
n += noisevec[0]*0.1;
n += noisevec[1]*0.4;
n += noisevec[2]*0.8;
n += noisevec[3]*2.1;
n = mix(0.6, n, biasFactor);
// good
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vec4 c1 = texture2D(BaseTex, uv);
//brown
//c1 = mix(c1, vec4(n-0.46, n-0.45, n-0.53, 1.0), smoothstep(0.50, 0.55, nvL[2]*6.6));
//"steep = gray"
c1 = mix(vec4(n-0.30, n-0.29, n-0.37, 1.0), c1, smoothstep(0.970, 0.990, abs(normalize(Normal).z)+nvL[2]*1.3));
//"snow"
c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
vec3 l = gl_LightSource[0].position.xyz;
vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
float shadow_factor = 1.0;
// Shadow
if ( quality_level >= 3.0 ) {
dp += ds * d;
vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
ds = sl.xy * depth_factor / sl.z;
dp -= ds * d;
float dl = ray_intersect(NormalTex, dp, ds);
if ( dl < d - 0.05 )
shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
}
// end shadow
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vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
c1 *= ambient_light;
vec4 finalColor = c1;
if(gl_Fog.density == 1.0)
fogFactor=1.0;
gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
}