2012-06-28 20:39:08 +00:00
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// -*-C++-*-
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// Texture switching based on face slope and snow level
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// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
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// <20> Emilian Huminiuc 2011
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2016-08-03 07:59:29 +00:00
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#version 120
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2012-06-28 20:39:08 +00:00
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2013-01-17 09:51:23 +00:00
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varying float RawPosZ;
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varying vec3 WorldPos;
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2012-06-28 20:39:08 +00:00
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varying vec3 normal;
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varying vec3 Vnormal;
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uniform float SnowLevel;
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uniform float Transitions;
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uniform float InverseSlope;
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uniform float RainNorm;
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uniform float CloudCover0;
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uniform float CloudCover1;
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uniform float CloudCover2;
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uniform float CloudCover3;
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uniform float CloudCover4;
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uniform sampler2D BaseTex;
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uniform sampler2D SecondTex;
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uniform sampler2D ThirdTex;
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uniform sampler2D SnowTex;
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uniform sampler3D NoiseTex;
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// gbuffer function
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void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
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///////////////////
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void main()
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{
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float NdotL;
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float NdotHV;
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float fogFactor;
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float cover;
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float slope;
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float L1;
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float L2;
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float wetness;
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float pf;
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vec3 n;
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vec3 lightDir;
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vec3 halfVector;
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vec4 texel;
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vec4 fragColor;
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vec4 color;
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2013-01-17 09:51:23 +00:00
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2012-06-28 20:39:08 +00:00
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cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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2013-01-17 09:51:23 +00:00
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vec4 Noise = texture3D(NoiseTex, WorldPos.xyz*0.0011);
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vec4 Noise2 = texture3D(NoiseTex, WorldPos.xyz * 0.00008);
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float MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
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float MixFactor2 = Noise2.r * Noise2.g * Noise2.b;
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2012-06-28 20:39:08 +00:00
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MixFactor *= 300.0;
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2013-01-17 09:51:23 +00:00
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MixFactor2 *= 300.0;
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2012-06-28 20:39:08 +00:00
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MixFactor = clamp(MixFactor, 0.0, 1.0);
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2013-01-17 09:51:23 +00:00
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MixFactor2 = clamp(MixFactor2, 0.0, 1.0);
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2012-06-28 20:39:08 +00:00
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L1 = 0.90 - 0.02 * MixFactor; //first transition slope
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L2 = 0.78 + 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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color = vec4(1.0);
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//Select texture based on slope
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slope = normalize(normal).z;
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//pull the texture fetch outside flow control to fix aliasing artefacts :(
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vec4 baseTexel = texture2D(BaseTex, gl_TexCoord[0].st);
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vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st);
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vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st);
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vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st);
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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 = baseTexel;
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}
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if (slope >= L2 && slope < L1){
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texel = mix(secondTexel, baseTexel, smoothstep(L2, L1 - 0.06 * MixFactor, slope));
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}
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if (slope < L2){
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texel = mix(thirdTexel, secondTexel, smoothstep(L2 - 0.13 * 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 = baseTexel;
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}
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if (slope < L1) {
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texel = mix(thirdTexel, baseTexel, smoothstep(L2 - 0.13 * 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 + 0.1) {
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texel = thirdTexel;
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}
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if (slope >= L2 && slope < L1 + 0.1){
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texel = mix(secondTexel, thirdTexel, smoothstep(L2 + 0.06 * MixFactor, L1 + 0.1, slope));
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}
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if (slope <= L2){
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texel = mix(baseTexel, secondTexel, smoothstep(L2 - 0.06 * 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 + 0.1) {
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texel = thirdTexel;
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}
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if (slope <= L1 + 0.1){
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texel = mix(baseTexel, thirdTexel, smoothstep(L2 - 0.06 * MixFactor, L1 + 0.1, 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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2013-01-17 09:51:23 +00:00
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float altitude = RawPosZ;
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2012-06-28 20:39:08 +00:00
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//Snow texture for areas higher than SnowLevel
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if (altitude >= SnowLevel - (1000.0 * slope + 300.0 * MixFactor) && slope > L2 - 0.12) {
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texel = mix( texel,
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mix( texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope) ),
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smoothstep(SnowLevel - (1000.0 * slope + 300.0 * MixFactor),
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SnowLevel - (1000.0 * slope - 150.0 * MixFactor),
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altitude)
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);
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}
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fragColor = color * texel;
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if(cover >= 2.5){
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fragColor.rgb = fragColor.rgb * 1.2;
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} else {
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fragColor.rg = fragColor.rg * (0.6 + 0.2 * cover);
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fragColor.b = fragColor.b * (0.5 + 0.25 * cover);
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}
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2013-01-17 09:51:23 +00:00
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fragColor.rgb *= 1.2 - 0.6 * MixFactor * MixFactor2;
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2012-06-28 20:39:08 +00:00
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float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) );
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
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vec3( 0.3, 0.59, 0.11 )
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);
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encode_gbuffer( n, fragColor.rgb, 1, specular, gl_FrontMaterial.shininess, emission, gl_FragCoord.z );
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}
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