Use quality level inside landmass fragment shader
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3 changed files with 38 additions and 21 deletions
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@ -13,6 +13,7 @@
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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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<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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<generate>
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<tangent type="int">6</tangent>
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@ -128,6 +129,11 @@
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<type>float</type>
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<value><use>canopy-height</use></value>
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</uniform>
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<uniform>
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<name>quality_level</name>
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<type>float</type>
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<value><use>quality-level</use></value>
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</uniform>
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</pass>
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</technique>
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<technique n="9">
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@ -230,6 +236,11 @@
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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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<uniform>
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<name>quality_level</name>
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<type>float</type>
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<value><use>quality-level</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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@ -13,13 +13,14 @@ uniform sampler3D NoiseTex;
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uniform sampler2D BaseTex;
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uniform sampler2D NormalTex;
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uniform float depth_factor;
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uniform float quality_level; // From /sim/rendering/quality-level
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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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int linear_search_steps = 10;
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float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
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{
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const int linear_search_steps = 10;
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float size = 1.0 / float(linear_search_steps);
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float depth = 0.0;
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@ -54,17 +55,21 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
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void main (void)
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{
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vec2 uv;
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if ( quality_level >= 3.5 ) {
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linear_search_steps = 20;
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}
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vec2 uv, dp, ds;
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vec3 N;
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if ( bump > 0.9 )
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float d;
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if ( bump > 0.9 && quality_level >= 2.0 )
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{
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vec3 V = normalize(ecPosition.xyz);
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float a = dot(VNormal, -V);
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vec2 s = vec2(dot(V, VTangent), dot(V, VBinormal));
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s *= depth_factor / a;
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vec2 ds = s;
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vec2 dp = gl_TexCoord[0].st;
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float d = ray_intersect(NormalTex, dp, ds);
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ds = s;
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dp = gl_TexCoord[0].st;
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d = ray_intersect(NormalTex, dp, ds);
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uv = dp + ds * d;
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N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
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@ -75,7 +80,6 @@ void main (void)
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N = vec3(0.0, 0.0, 1.0);
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}
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vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
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vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
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@ -109,8 +113,9 @@ void main (void)
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vec3 l = gl_LightSource[0].position.xyz;
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vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
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float shadow_factor = 1.0;
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/*
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// Shadow
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// Shadow
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if ( quality_level >= 3.0 ) {
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dp += ds * d;
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vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
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ds = sl.xy * depth_factor / sl.z;
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@ -118,8 +123,9 @@ void main (void)
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float dl = ray_intersect(NormalTex, dp, ds);
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if ( dl < d - 0.05 )
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shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
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// end shadow
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*/
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}
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// end shadow
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vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
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c1 *= ambient_light;
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@ -17,7 +17,7 @@ uniform sampler2D BaseTex;
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uniform sampler2D NormalTex;
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uniform float depth_factor;
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uniform float tile_size;
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uniform float quality_level;
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uniform float quality_level; // From /sim/rendering/quality-level
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uniform vec3 night_color;
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int linear_search_steps = 10;
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@ -79,7 +79,7 @@ void main (void)
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vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
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float shadow_factor = 1.0;
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// Shadow
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// Shadow
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if ( quality_level >= 3.0 ) {
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dp += ds * d;
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vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
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@ -89,7 +89,7 @@ void main (void)
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if ( dl < d - 0.05 )
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shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
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}
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// end shadow
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// end shadow
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vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11;
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