New combination of snow and glacier/permanent snow
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1286a77977
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3 changed files with 15 additions and 5 deletions
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@ -27,6 +27,8 @@ void main (void)
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vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
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float vegetationlevel = (rawpos.z)+nvL[2]*3000.0;
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float fogFactor;
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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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@ -57,20 +59,27 @@ 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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c5 = mix(c3, c4, 1.0);
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//brings vegetation 'floor', added vegetationlevel
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float vegetationlevel = (rawpos.z)+nvL[2]*3000.0;
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//brings vegetation 'floor' only at vegetationlevel
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if (vegetationlevel < 2200) {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.4));
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}
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//draw (almost) bare peaks
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else {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.1));
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}
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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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//adding snow and permanent snow/glacier
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if (vegetationlevel > snowlevel || vegetationlevel > 3300) {
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c3 = mix(vec4(n+0.94, n+0.94, n+1.0, 0.7), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.3));
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c4 = mix(vec4(n+0.94, n+0.94, n+1.0, 0.7), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.2));
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c5 = mix(c3, c4, 1.0);
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c1 = mix(c1, c5, clamp(0.65, -n, 0.6));
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}
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//snow (just white color at the moment)
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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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vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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Before Width: | Height: | Size: 39 KiB After Width: | Height: | Size: 690 KiB |
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@ -2383,6 +2383,7 @@ Shared parameters for various materials.
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<material>
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<name>Glacier</name>
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<name>PolarIce</name>
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<effect>Effects/glacier</effect>
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<texture>Terrain/glacier1.png</texture>
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<texture>Terrain/glacier2.png</texture>
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<texture>Terrain/glacier3.png</texture>
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