Adding season colour in forest/herbtundra/glacier effects
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4 changed files with 91 additions and 7 deletions
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@ -34,6 +34,13 @@
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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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<!-- sets the season color -->
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<season-red type="float">0.12</season-red>
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<season-green type="float">0.86</season-green>
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<season-blue type="float">0.0</season-blue>
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<!-- end season color -->
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</parameters>
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<generate>
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<tangent type="int">6</tangent>
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@ -173,6 +180,26 @@
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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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<uniform>
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<name>red</name>
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<type>float</type>
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<value><use>season-red</use></value>
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</uniform>
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<uniform>
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<name>green</name>
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<type>float</type>
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<value><use>season-green</use></value>
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</uniform>
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<uniform>
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<name>blue</name>
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<type>float</type>
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<value><use>season-blue</use></value>
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</uniform>
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<uniform>
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<name>alpha</name>
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<type>float</type>
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<value>0.0</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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@ -34,6 +34,13 @@
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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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<!-- sets the season color -->
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<season-red type="float">0.12</season-red>
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<season-green type="float">0.86</season-green>
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<season-blue type="float">0.0</season-blue>
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<!-- end season color -->
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</parameters>
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<generate>
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<tangent type="int">6</tangent>
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@ -173,6 +180,26 @@
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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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<uniform>
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<name>red</name>
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<type>float</type>
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<value><use>season-red</use></value>
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</uniform>
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<uniform>
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<name>green</name>
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<type>float</type>
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<value><use>season-green</use></value>
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</uniform>
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<uniform>
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<name>blue</name>
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<type>float</type>
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<value><use>season-blue</use></value>
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</uniform>
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<uniform>
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<name>alpha</name>
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<type>float</type>
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<value>0.0</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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@ -33,6 +33,13 @@
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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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<!-- sets the season color -->
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<season-red type="float">0.12</season-red>
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<season-green type="float">0.86</season-green>
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<season-blue type="float">0.0</season-blue>
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<!-- end season color -->
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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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@ -173,6 +180,26 @@
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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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<uniform>
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<name>red</name>
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<type>float</type>
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<value><use>season-red</use></value>
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</uniform>
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<uniform>
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<name>green</name>
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<type>float</type>
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<value><use>season-green</use></value>
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</uniform>
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<uniform>
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<name>blue</name>
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<type>float</type>
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<value><use>season-blue</use></value>
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</uniform>
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<uniform>
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<name>alpha</name>
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<type>float</type>
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<value>0.0</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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@ -15,6 +15,8 @@ uniform sampler2D SampleTex2;
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uniform sampler2D NormalTex;
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uniform float depth_factor;
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uniform float red, green, blue, alpha;
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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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@ -102,7 +104,7 @@ void main (void)
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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 n=0.02;
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float n=0.06;
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n += nvL[0]*0.4;
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n += nvL[1]*0.6;
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n += nvL[2]*2.0;
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@ -126,9 +128,10 @@ void main (void)
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//draw floor where !steep, and another blurb for smoothing transitions
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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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float subred = 1.0 - red; float subgreen = 1.0 - green; float subblue = 1.0 - blue;
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c3 = mix(vec4(n-subred, n-subgreen, -n, alpha), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3));
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c4 = mix(vec4(n-subred, n-subgreen-0.6, -n, alpha), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9));
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c4a = mix(vec4(n-subred+0.12, n-subgreen-0.52, -n, 0.0), 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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@ -173,10 +176,10 @@ void main (void)
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diffuse = gl_Color.rgb * max(0.8, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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//should come as varying!
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vec4 constantColor = vec4(1.0, 1.0, 1.0, 0.0);
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vec4 ambient_light = gl_LightSource[0].diffuse * constantColor * vec4(diffuse, 1.0);
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//vec4 constantColor = vec4(1.0, 1.0, 1.0, 0.0);
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vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 0.0);
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c1 *= ambient_light;
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vec4 finalColor = c1;
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