Add relief mapping to landmass effect
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3 changed files with 134 additions and 25 deletions
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@ -3,8 +3,19 @@
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<name>Effects/landmass</name>
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<name>Effects/landmass</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<parameters>
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<texture n="2">
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<image>Textures.high/Terrain/forest-relief.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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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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<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
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</parameters>
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</parameters>
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>
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<technique n="9">
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<technique n="9">
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<predicate>
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<predicate>
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<and>
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<and>
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@ -46,17 +57,35 @@
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</texture-unit>
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</texture-unit>
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<texture-unit>
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<texture-unit>
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<unit>1</unit>
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<unit>1</unit>
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<image><use>texture[0]/image</use></image>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<internal-format>
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<use>texture[0]/internal-format</use>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</internal-format>
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</texture-unit>
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</texture-unit>
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<program>
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<program>
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<vertex-shader>Shaders/landmass.vert</vertex-shader>
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<vertex-shader>Shaders/landmass.vert</vertex-shader>
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<fragment-shader>Shaders/landmass.frag</fragment-shader>
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<fragment-shader>Shaders/landmass.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>NoiseTex</name>
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<name>NoiseTex</name>
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@ -68,11 +97,21 @@
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<type>sampler-2d</type>
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<type>sampler-2d</type>
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<value type="int">1</value>
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<value type="int">1</value>
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</uniform>
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</uniform>
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<uniform>
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<name>NormalTex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>depth_factor</name>
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<type>float</type>
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<value type="float">0.01</value>
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</uniform>
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<uniform>
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<uniform>
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<name>snowlevel</name>
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<name>snowlevel</name>
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<type>float</type>
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<type>float</type>
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<value type="float">
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<value type="float">
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<use>snow-level</use>
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<use>snow-level</use>
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</value>
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</value>
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</uniform>
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</uniform>
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</pass>
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</pass>
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@ -3,18 +3,68 @@
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varying vec4 rawpos;
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 Normal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying vec4 constantColor;
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uniform sampler3D NoiseTex;
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uniform sampler3D NoiseTex;
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uniform sampler2D BaseTex;
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uniform sampler2D BaseTex;
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uniform float snowlevel;
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uniform sampler2D NormalTex;
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uniform float depth_factor;
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uniform float snowlevel; // From /sim/rendering/snow-level-m
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// From /sim/rendering/snow-level-m
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const float scale = 1.0;
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const float scale = 1.0;
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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 = 20;
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float size = 1.0 / float(linear_search_steps);
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float depth = 0.0;
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float best_depth = 1.0;
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for(int i = 0; i < linear_search_steps - 1; ++i)
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{
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depth += size;
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float t = texture2D(reliefMap, dp + ds * depth).a;
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if(best_depth > 0.996)
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if(depth >= t)
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best_depth = depth;
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}
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depth = best_depth;
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const int binary_search_steps = 5;
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for(int i = 0; i < binary_search_steps; ++i)
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{
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size *= 0.5;
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float t = texture2D(reliefMap, dp + ds * depth).a;
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if(depth >= t)
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{
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best_depth = depth;
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depth -= 2.0 * size;
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}
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depth += size;
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}
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return(best_depth);
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}
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void main (void)
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void main (void)
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{
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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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vec2 uv = dp + ds * d;
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vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
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vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
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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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vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
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@ -22,7 +72,6 @@ void main (void)
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float fogCoord = ecPosition.z;
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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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const float LOG2 = 1.442695;
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fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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// float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
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float biasFactor = fogFactor = clamp(fogFactor, 0.0, 1.0);
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float biasFactor = fogFactor = clamp(fogFactor, 0.0, 1.0);
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float n=0.06;
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float n=0.06;
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@ -37,7 +86,7 @@ void main (void)
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n += noisevec[3]*2.1;
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n += noisevec[3]*2.1;
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n = mix(0.6, n, biasFactor);
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n = mix(0.6, n, biasFactor);
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// good
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// good
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vec4 c1 = texture2D(BaseTex, gl_TexCoord[0].st);
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vec4 c1 = texture2D(BaseTex, uv);
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//brown
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//brown
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//c1 = mix(c1, vec4(n-0.46, n-0.45, n-0.53, 1.0), smoothstep(0.50, 0.55, nvL[2]*6.6));
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//c1 = mix(c1, vec4(n-0.46, n-0.45, n-0.53, 1.0), smoothstep(0.50, 0.55, nvL[2]*6.6));
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//"steep = gray"
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//"steep = gray"
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@ -45,8 +94,22 @@ void main (void)
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//"snow"
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//"snow"
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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));
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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));
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vec3 diffuse = gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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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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// Shadow
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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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dp -= ds * d;
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float dl = ray_intersect(NormalTex, dp, ds);
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float shadow_factor = 1.0;
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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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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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c1 *= ambient_light;
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vec4 finalColor = c1;
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vec4 finalColor = c1;
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varying vec4 rawpos;
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 Normal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying vec4 constantColor;
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attribute vec3 tangent;
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attribute vec3 binormal;
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void main(void)
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void main(void)
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{
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{
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rawpos = gl_Vertex;
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rawpos = gl_Vertex;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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ecPosition = gl_ModelViewMatrix * rawpos;
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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Normal = normalize(gl_Normal);
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Normal = normalize(gl_Normal);
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VNormal = gl_NormalMatrix * gl_Normal;
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VTangent = gl_NormalMatrix * tangent;
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VBinormal = gl_NormalMatrix * binormal;
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gl_FrontColor = gl_Color;
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gl_FrontColor = gl_Color;
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constantColor = gl_FrontMaterial.emission
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constantColor = gl_FrontMaterial.emission
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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}
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