124 lines
4.8 KiB
GLSL
124 lines
4.8 KiB
GLSL
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// -*-C++-*-
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// Texture switching based on face slope and snow level
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// default.frag (c) 2010 ??
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// (c)2011 - Emilian Huminiuc, with ideas from crop.frag, forest.frag
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// Ambient term comes in gl_Color.rgb.
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varying vec4 diffuse_term, RawPos;
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varying vec3 Vnormal, normal;
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varying float fogCoord;
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uniform float SnowLevel, Transitions, InverseSlope, RainNorm;
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uniform sampler2D BaseTex, SecondTex, ThirdTex, SnowTex;
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uniform sampler3D NoiseTex;
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void main()
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{
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float MixFactor, NdotL, NdotHV, fogFactor, slope, L1, L2, wetness;
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vec3 n, lightDir, halfVector;
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vec4 texel, fragColor, color, specular, Noise; // GNoise;
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lightDir = gl_LightSource[0].position.xyz;
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halfVector = gl_LightSource[0].halfVector.xyz;
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color = gl_Color;
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specular = vec4(0.0);
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Noise = texture3D(NoiseTex, RawPos.xyz*0.0011);
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//GNoise = texture3D(NoiseTex, RawPos.xyz*0.00011);
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MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
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//AddedNoise = GNoise.r * GNoise.g * GNoise.b; //Some added Noise to break the evenness on some textures
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MixFactor *= 50.0;
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L1 = 0.88 - 0.04 * MixFactor; //first transition slope
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L2 = 0.80 + 0.04 * MixFactor; //Second transition slope
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// Vnormal should be reversed.
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n = (2.0 * gl_Color.a - 1.0) * Vnormal;
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n = normalize(n);
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NdotL = dot(n, lightDir);
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if (NdotL > 0.0) {
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color += diffuse_term * NdotL;
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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color.a = diffuse_term.a;
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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color = clamp(color, 0.0, 1.0);
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//Select texture based on slope
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slope = normalize(normal).z;
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//Normal transition. For more abrupt faces apply another texture (or 2).
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if (InverseSlope == 0.0) {
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//Do we do an intermediate transition
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if (Transitions >= 1.5) {
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if (slope > L1) {
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texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L1, L1 + 0.003*MixFactor, slope));
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}
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if (slope > L2 && slope <= L1){
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texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L2 + 0.01 * MixFactor, L1, slope));
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}
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if (slope <= L2){
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texel = mix(texture2D(ThirdTex, gl_TexCoord[0].st), texture2D(SecondTex, gl_TexCoord[0].st), smoothstep(L2 - 0.1 * MixFactor, L2, slope));
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}
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// Just one transition
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} else if (Transitions < 1.5) {
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if (slope > L1) {
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texel = texture2D(BaseTex, gl_TexCoord[0].st);
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}
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if (slope <= L1) {
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texel = mix(texture2D(ThirdTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L2 - 0.1 * MixFactor, L1, slope));
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}
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}
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//Invert the transition: keep original texture on abrupt slopes and switch to another on flatter terrain
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} else if (InverseSlope > 0.0) {
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//Interemdiate transition ?
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if (Transitions >= 1.5) {
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if (slope > L1 + 0.16) {
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texel = texture2D(ThirdTex, gl_TexCoord[0].st);
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}
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if (slope > L2 && slope <= L1 + 0.16){
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texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(ThirdTex, gl_TexCoord[0].st), smoothstep(L2 + 0.01 * MixFactor, L1, slope));
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}
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if (slope <= L2){
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texel = mix(texture2D(BaseTex, gl_TexCoord[0].st), texture2D(SecondTex, gl_TexCoord[0].st), smoothstep(L2 - 0.05 * MixFactor, L2, slope));
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}
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//just one
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} else if (Transitions < 1.5) {
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if (slope > L1 + 0.16) {
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texel = texture2D(ThirdTex, gl_TexCoord[0].st);
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}
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if (slope <= L1 + 0.16){
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texel = mix(texture2D(BaseTex, gl_TexCoord[0].st), texture2D(ThirdTex, gl_TexCoord[0].st), smoothstep(L2 - 0.05 * MixFactor, L1 + 0.16, slope));
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}
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}
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}
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//darken textures with wetness
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wetness = 1.0 - 0.3 * RainNorm;
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texel.rgb = texel.rgb * wetness;
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//texel.r = texel.r * wetness;
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//texel.g = texel.g * wetness;
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//texel.b = texel.b * wetness;
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//Snow texture for areas higher than SnowLevel
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if (RawPos.z >= SnowLevel - 6000.0 * MixFactor && slope > L2 - 0.4) {
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texel = mix(texel, mix(texel, texture2D(SnowTex, gl_TexCoord[0].st), smoothstep(L2 - 0.4 * MixFactor, L2, slope)), smoothstep(SnowLevel - 6000.0 * slope * MixFactor, SnowLevel - 1400.0 * slope * MixFactor, RawPos.z));
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}
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fragColor = color * texel + specular;
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fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
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}
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