diff --git a/Effects/landmass.eff b/Effects/landmass.eff
index 970af0180..98d2ec6fd 100644
--- a/Effects/landmass.eff
+++ b/Effects/landmass.eff
@@ -13,6 +13,7 @@
0.01
15.0
+
6
@@ -128,6 +129,11 @@
float
+
+ quality_level
+ float
+
+
@@ -230,6 +236,11 @@
float
+
+ quality_level
+ float
+
+
diff --git a/Shaders/landmass.frag b/Shaders/landmass.frag
index c97069b6d..91448690b 100644
--- a/Shaders/landmass.frag
+++ b/Shaders/landmass.frag
@@ -13,13 +13,14 @@ uniform sampler3D NoiseTex;
uniform sampler2D BaseTex;
uniform sampler2D NormalTex;
uniform float depth_factor;
+uniform float quality_level; // From /sim/rendering/quality-level
uniform float snowlevel; // From /sim/rendering/snow-level-m
const float scale = 1.0;
+int linear_search_steps = 10;
float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
{
- const int linear_search_steps = 10;
float size = 1.0 / float(linear_search_steps);
float depth = 0.0;
@@ -54,17 +55,21 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
void main (void)
{
- vec2 uv;
+ if ( quality_level >= 3.5 ) {
+ linear_search_steps = 20;
+ }
+ vec2 uv, dp, ds;
vec3 N;
- if ( bump > 0.9 )
+ float d;
+ if ( bump > 0.9 && quality_level >= 2.0 )
{
vec3 V = normalize(ecPosition.xyz);
float a = dot(VNormal, -V);
vec2 s = vec2(dot(V, VTangent), dot(V, VBinormal));
s *= depth_factor / a;
- vec2 ds = s;
- vec2 dp = gl_TexCoord[0].st;
- float d = ray_intersect(NormalTex, dp, ds);
+ ds = s;
+ dp = gl_TexCoord[0].st;
+ d = ray_intersect(NormalTex, dp, ds);
uv = dp + ds * d;
N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
@@ -75,7 +80,6 @@ void main (void)
N = vec3(0.0, 0.0, 1.0);
}
-
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
@@ -109,17 +113,19 @@ void main (void)
vec3 l = gl_LightSource[0].position.xyz;
vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
float shadow_factor = 1.0;
-/*
-// Shadow
- dp += ds * d;
- vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
- ds = sl.xy * depth_factor / sl.z;
- dp -= ds * d;
- float dl = ray_intersect(NormalTex, dp, ds);
- if ( dl < d - 0.05 )
- shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
-// end shadow
-*/
+
+ // Shadow
+ if ( quality_level >= 3.0 ) {
+ dp += ds * d;
+ vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
+ ds = sl.xy * depth_factor / sl.z;
+ dp -= ds * d;
+ float dl = ray_intersect(NormalTex, dp, ds);
+ if ( dl < d - 0.05 )
+ shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
+ }
+ // end shadow
+
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
c1 *= ambient_light;
diff --git a/Shaders/urban.frag b/Shaders/urban.frag
index 83cc7c37f..33f9f3c7f 100644
--- a/Shaders/urban.frag
+++ b/Shaders/urban.frag
@@ -17,7 +17,7 @@ uniform sampler2D BaseTex;
uniform sampler2D NormalTex;
uniform float depth_factor;
uniform float tile_size;
-uniform float quality_level;
+uniform float quality_level; // From /sim/rendering/quality-level
uniform vec3 night_color;
int linear_search_steps = 10;
@@ -79,7 +79,7 @@ void main (void)
vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
float shadow_factor = 1.0;
-// Shadow
+ // Shadow
if ( quality_level >= 3.0 ) {
dp += ds * d;
vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
@@ -89,7 +89,7 @@ void main (void)
if ( dl < d - 0.05 )
shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
}
-// end shadow
+ // end shadow
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11;