Better herbtundra colour and transition
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f5ba5006fd
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197200149c
4 changed files with 15 additions and 8 deletions
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@ -31,7 +31,7 @@
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<internal-format>normalized</internal-format>
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</texture>
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<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
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<depth-factor type="float">0.01</depth-factor>
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<depth-factor type="float">0.04</depth-factor>
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<canopy-height type="float">15.0</canopy-height>
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<quality-level><use>/sim/rendering/quality-level</use></quality-level>
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</parameters>
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@ -11,7 +11,7 @@
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="3">
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<image>Textures/Terrain/forest-colors.png</image>
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<image>Textures/Terrain/herbtundra-colors.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>mirror</wrap-s>
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<internal-format>normalized</internal-format>
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@ -125,10 +125,12 @@ void main (void)
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vec3 diffuse;
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//draw floor where !steep, and another blurb for smoothing transitions
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vec4 c3, c4, c5;
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vec4 c3, c4, c5, c3a, c4a, c5a;
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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));
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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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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));
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c5 = mix(c3, c4, 1.0);
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c5a = mix(c3, c4a, 1.0);
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if (vegetationlevel <= 2200) {
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@ -141,13 +143,18 @@ void main (void)
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diffuse = gl_Color.rgb * max(0.7, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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if (vegetationlevel >= 2300 && vegetationlevel < 2530) {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.20));
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if (vegetationlevel >= 2300 && vegetationlevel < 2480) {
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c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.30));
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diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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if (vegetationlevel >= 2480 && vegetationlevel < 2530) {
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c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.20));
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diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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if (vegetationlevel >= 2530 && vegetationlevel < 2670) {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.05));
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.10));
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diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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@ -715,12 +715,12 @@ Shared parameters for various materials.
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<xsize>2000</xsize>
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<ysize>2000</ysize>
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<light-coverage>10000000.0</light-coverage>
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<wood-coverage>4000.0</wood-coverage>
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<wood-coverage>1000.0</wood-coverage>
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<tree-texture>Textures/Trees/coniferous-summer.png</tree-texture>
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<tree-varieties>8</tree-varieties>
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<tree-range-m alias="/params/forest/tree-range-m"/>
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<tree-height-m>25.0</tree-height-m>
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<tree-width-m>15.0</tree-width-m>
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<tree-width-m>18.0</tree-width-m>
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<rolling-friction>1</rolling-friction>
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<bumpiness>1</bumpiness>
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</material>
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