diff --git a/Effects/landmass.eff b/Effects/landmass.eff index 3486081e8..cf2fd86a5 100644 --- a/Effects/landmass.eff +++ b/Effects/landmass.eff @@ -3,8 +3,19 @@ Effects/landmass Effects/terrain-default + + Textures.high/Terrain/forest-relief.png + linear-mipmap-linear + repeat + repeat + normalized + /sim/rendering/snow-level-m + + 6 + 7 + @@ -46,17 +57,35 @@ 1 - texture[0]/image - texture[0]/filter - texture[0]/wrap-s - texture[0]/wrap-t - - texture[0]/internal-format - + texture[0]/image + texture[0]/filter + texture[0]/wrap-s + texture[0]/wrap-t + + texture[0]/internal-format + + + + 2 + texture[2]/image + texture[2]/filter + texture[2]/wrap-s + texture[2]/wrap-t + + texture[2]/internal-format + Shaders/landmass.vert Shaders/landmass.frag + + tangent + 6 + + + binormal + 7 + NoiseTex @@ -68,11 +97,21 @@ sampler-2d 1 + + NormalTex + sampler-2d + 2 + + + depth_factor + float + 0.01 + snowlevel float - snow-level + snow-level diff --git a/Shaders/landmass.frag b/Shaders/landmass.frag index 1e088d4b6..6ec32af84 100644 --- a/Shaders/landmass.frag +++ b/Shaders/landmass.frag @@ -3,18 +3,68 @@ varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; +varying vec3 VTangent; +varying vec3 VBinormal; varying vec3 Normal; -varying vec4 constantColor; +varying vec4 constantColor; uniform sampler3D NoiseTex; uniform sampler2D BaseTex; -uniform float snowlevel; +uniform sampler2D NormalTex; +uniform float depth_factor; +uniform float snowlevel; // From /sim/rendering/snow-level-m -// From /sim/rendering/snow-level-m const float scale = 1.0; +float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) +{ + const int linear_search_steps = 20; + + float size = 1.0 / float(linear_search_steps); + float depth = 0.0; + float best_depth = 1.0; + + for(int i = 0; i < linear_search_steps - 1; ++i) + { + depth += size; + float t = texture2D(reliefMap, dp + ds * depth).a; + if(best_depth > 0.996) + if(depth >= t) + best_depth = depth; + } + depth = best_depth; + + const int binary_search_steps = 5; + + for(int i = 0; i < binary_search_steps; ++i) + { + size *= 0.5; + float t = texture2D(reliefMap, dp + ds * depth).a; + if(depth >= t) + { + best_depth = depth; + depth -= 2.0 * size; + } + depth += size; + } + + return(best_depth); +} + void main (void) { + 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); + + vec2 uv = dp + ds * d; + vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0; + + vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale); vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale); @@ -22,7 +72,6 @@ void main (void) float fogCoord = ecPosition.z; const float LOG2 = 1.442695; fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); -// float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2); float biasFactor = fogFactor = clamp(fogFactor, 0.0, 1.0); float n=0.06; @@ -37,7 +86,7 @@ void main (void) n += noisevec[3]*2.1; n = mix(0.6, n, biasFactor); // good - vec4 c1 = texture2D(BaseTex, gl_TexCoord[0].st); + vec4 c1 = texture2D(BaseTex, uv); //brown //c1 = mix(c1, vec4(n-0.46, n-0.45, n-0.53, 1.0), smoothstep(0.50, 0.55, nvL[2]*6.6)); //"steep = gray" @@ -45,8 +94,22 @@ void main (void) //"snow" 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)); - vec3 diffuse = gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz)); - vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0); + N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); + vec3 l = gl_LightSource[0].position.xyz; + vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l)); + +// 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); + float shadow_factor = 1.0; + 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; vec4 finalColor = c1; diff --git a/Shaders/landmass.vert b/Shaders/landmass.vert index 1076cdafc..0c717001e 100644 --- a/Shaders/landmass.vert +++ b/Shaders/landmass.vert @@ -1,19 +1,26 @@ varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; +varying vec3 VTangent; +varying vec3 VBinormal; varying vec3 Normal; -varying vec4 constantColor; +varying vec4 constantColor; + +attribute vec3 tangent; +attribute vec3 binormal; void main(void) { - rawpos = gl_Vertex; - ecPosition = gl_ModelViewMatrix * gl_Vertex; - VNormal = normalize(gl_NormalMatrix * gl_Normal); - Normal = normalize(gl_Normal); + rawpos = gl_Vertex; + ecPosition = gl_ModelViewMatrix * rawpos; + Normal = normalize(gl_Normal); + VNormal = gl_NormalMatrix * gl_Normal; + VTangent = gl_NormalMatrix * tangent; + VBinormal = gl_NormalMatrix * binormal; - gl_FrontColor = gl_Color; - constantColor = gl_FrontMaterial.emission - + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); - gl_Position = ftransform(); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_FrontColor = gl_Color; + constantColor = gl_FrontMaterial.emission + + gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient); + gl_Position = ftransform(); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }