80 lines
2 KiB
GLSL
80 lines
2 KiB
GLSL
|
#version 120
|
||
|
|
||
|
varying vec4 rawpos;
|
||
|
varying vec4 ecPosition;
|
||
|
varying vec3 VNormal;
|
||
|
varying vec3 Normal;
|
||
|
|
||
|
uniform sampler3D NoiseTex;
|
||
|
uniform sampler2D SampleTex;
|
||
|
uniform sampler1D ColorsTex;
|
||
|
|
||
|
varying vec4 constantColor;
|
||
|
|
||
|
uniform float snowlevel; // From /sim/rendering/snow-level-m
|
||
|
|
||
|
const float scale = 1.0;
|
||
|
|
||
|
#define BLA 1
|
||
|
#define BLA2 0
|
||
|
|
||
|
////fog "include" /////
|
||
|
uniform int fogType;
|
||
|
|
||
|
vec3 fog_Func(vec3 color, int type);
|
||
|
//////////////////////
|
||
|
|
||
|
void main (void)
|
||
|
{
|
||
|
|
||
|
vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144);
|
||
|
basecolor = texture1D(ColorsTex, basecolor.r+0.00);
|
||
|
|
||
|
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
|
||
|
|
||
|
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
|
||
|
vec4 km = floor((rawpos)/1000.0);
|
||
|
|
||
|
float fogFactor;
|
||
|
float fogCoord = ecPosition.z;
|
||
|
const float LOG2 = 1.442695;
|
||
|
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
||
|
// float biasFactor = exp2(-0.00000002 * 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
|
||
|
vec4 c1;
|
||
|
c1 = basecolor * vec4(smoothstep(0.0, 1.15, n), smoothstep(0.0, 1.2, n), smoothstep(0.1, 1.3, n), 1.0);
|
||
|
|
||
|
//"steep = gray"
|
||
|
c1 = mix(vec4(n-0.42, n-0.44, n-0.51, 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));
|
||
|
|
||
|
vec3 diffuse = gl_Color.rgb * max(0.0, dot(VNormal, gl_LightSource[0].position.xyz));
|
||
|
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * 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);
|
||
|
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
|
||
|
gl_FragColor = finalColor;
|
||
|
}
|