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Use a Gray-Alpha texture for water depth information and use the globe-colors.jpg texture for water color.

This commit is contained in:
Erik Hofman 2021-05-07 15:14:56 +02:00
parent 6950670086
commit 055ce55be4
4 changed files with 39 additions and 4 deletions

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@ -52,13 +52,21 @@
<internal-format>normalized</internal-format>
</texture>
<texture n="7">
<image>Textures/Globe/ocean_depth_1.jpg</image>
<image>Textures/Globe/ocean_depth_1.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="8">
<image>Textures/Globe/globe_colors.jpg</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="10">
<image>Textures/Terrain/packice-overlay.png</image>
<type>2d</type>
@ -380,6 +388,27 @@
<use>texture[10]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>8</unit>
<image>
<use>texture[8]/image</use>
</image>
<type>
<use>texture[8]/type</use>
</type>
<filter>
<use>texture[8]/filter</use>
</filter>
<wrap-s>
<use>texture[8]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[8]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[8]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/water-ALS.vert</vertex-shader>
@ -425,6 +454,11 @@
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>water_colormap</name>
<type>sampler-2d</type>
<value type="int">8</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>normalmap_dds</name>

View file

@ -9,6 +9,7 @@
#version 120
uniform sampler2D water_normalmap;
uniform sampler2D water_colormap;
uniform sampler2D water_dudvmap;
uniform sampler2D sea_foam;
uniform sampler2D perlin_normalmap;
@ -219,12 +220,12 @@ void main(void)
float noise_2500m = Noise3D(rawPos.xyz, 2500.0);
// get depth map
vec4 colorTexel = texture2D(water_colormap, TopoUV);
vec4 topoTexel = texture2D(topo_map, TopoUV);
topoTexel.a = 0.8*topoTexel.r+0.2*topoTexel.g;
topoTexel.a = -topoTexel.a*topoTexel.a + 2*topoTexel.a;
topoTexel.a = topoTexel.r;
float floorMixFactor = smoothstep(0.3, 0.985, topoTexel.a);
vec3 floorColour = topoTexel.rgb;
vec3 floorColour = colorTexel.rgb;
mat4 RotationMatrix;

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