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Better herbtundra colour and transition

This commit is contained in:
gral@who.net 2010-08-25 22:50:57 +02:00
parent f5ba5006fd
commit 197200149c
4 changed files with 15 additions and 8 deletions

View file

@ -31,7 +31,7 @@
<internal-format>normalized</internal-format>
</texture>
<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
<depth-factor type="float">0.01</depth-factor>
<depth-factor type="float">0.04</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<quality-level><use>/sim/rendering/quality-level</use></quality-level>
</parameters>

View file

@ -11,7 +11,7 @@
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/forest-colors.png</image>
<image>Textures/Terrain/herbtundra-colors.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>mirror</wrap-s>
<internal-format>normalized</internal-format>

View file

@ -125,10 +125,12 @@ void main (void)
vec3 diffuse;
//draw floor where !steep, and another blurb for smoothing transitions
vec4 c3, c4, c5;
vec4 c3, c4, c5, c3a, c4a, c5a;
c3 = mix(vec4(n-0.88, n-0.14, -n, 0.0), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3));
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));
c4a = mix(vec4(n-0.76, n-0.66, -n, 0.3), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.32));
c5 = mix(c3, c4, 1.0);
c5a = mix(c3, c4a, 1.0);
if (vegetationlevel <= 2200) {
@ -141,13 +143,18 @@ void main (void)
diffuse = gl_Color.rgb * max(0.7, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
if (vegetationlevel >= 2300 && vegetationlevel < 2530) {
c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.20));
if (vegetationlevel >= 2300 && vegetationlevel < 2480) {
c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.30));
diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
if (vegetationlevel >= 2480 && vegetationlevel < 2530) {
c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.20));
diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
if (vegetationlevel >= 2530 && vegetationlevel < 2670) {
c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.05));
c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.10));
diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}

View file

@ -715,12 +715,12 @@ Shared parameters for various materials.
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<wood-coverage>1000.0</wood-coverage>
<tree-texture>Textures/Trees/coniferous-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<tree-width-m>18.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness>
</material>