Adding snow and snowlevel adjustement
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5a39f0738c
commit
07c6ffedc0
3 changed files with 11 additions and 5 deletions
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@ -23,6 +23,7 @@
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<wrap-t>repeat</wrap-t>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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<internal-format>normalized</internal-format>
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</texture>
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</texture>
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<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
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</parameters>
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</parameters>
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<technique n="9">
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<technique n="9">
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<predicate>
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<predicate>
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@ -121,6 +122,11 @@
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<type>sampler-1d</type>
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<type>sampler-1d</type>
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<value type="int">3</value>
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<value type="int">3</value>
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</uniform>
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</uniform>
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<uniform>
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<name>snowlevel</name>
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<type>float</type>
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<value><use>snow-level</use></value>
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</uniform>
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</pass>
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</pass>
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</technique>
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</technique>
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</PropertyList>
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</PropertyList>
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@ -10,11 +10,12 @@ uniform sampler2D SampleTex;
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uniform sampler1D ColorsTex;
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uniform sampler1D ColorsTex;
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uniform sampler2D SampleTex2;
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uniform sampler2D SampleTex2;
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uniform float snowlevel; // From /sim/rendering/snow-level-m
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const float scale = 1.0;
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const float scale = 1.0;
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void main (void)
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void main (void)
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{
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{
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const float snowlevel=2000.0;
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vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144);
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vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144);
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vec4 basecolor2 = texture2D(SampleTex2, rawpos.xy*0.000144);
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vec4 basecolor2 = texture2D(SampleTex2, rawpos.xy*0.000144);
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@ -55,9 +56,11 @@ void main (void)
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c4 = mix(vec4(n-0.88, n-0.74, -n, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9));
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c4 = mix(vec4(n-0.88, n-0.74, -n, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9));
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c5 = mix(c3, c4, 1.0);
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c5 = mix(c3, c4, 1.0);
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//mix floor with texture right way
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//mix floor with texture right way
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.4));
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.4));
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//snow
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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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vec3 diffuse = gl_Color.rgb * max(0.4, dot(VNormal, gl_LightSource[0].position.xyz));
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vec3 diffuse = gl_Color.rgb * max(0.4, dot(VNormal, gl_LightSource[0].position.xyz));
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vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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@ -4,7 +4,6 @@ varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec3 Normal;
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//varying vec4 constantColor;
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void main(void)
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void main(void)
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{
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{
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@ -16,7 +15,5 @@ void main(void)
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Normal = normalize(gl_Normal);
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Normal = normalize(gl_Normal);
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gl_FrontColor = gl_Color;
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gl_FrontColor = gl_Color;
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//constantColor = gl_FrontMaterial.emission
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// + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_Position = ftransform();
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}
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}
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