Rewrite ubershader reflection. Objects using the dynamic option will now display the reflection properly when affected by a spin/rotate animation. Improved appearance of reflection + normalmap. Normalmap support added to random-buildings when ubershader active.
Also fixes some bugs exposed on AMD GPUs
This commit is contained in:
parent
59e01f4edc
commit
3dc0e641c1
10 changed files with 555 additions and 471 deletions
71
Effects/building.eff
Normal file → Executable file
71
Effects/building.eff
Normal file → Executable file
|
@ -12,9 +12,17 @@
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<internal-format>normalized</internal-format>
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</texture>
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<!-- Normal Map -->
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<normalmap-enabled type="int"> 0 </normalmap-enabled>
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<normalmap-enabled type="int"> 1 </normalmap-enabled>
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<normalmap-dds type="int"> 0 </normalmap-dds>
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<normalmap-tiling type="float"> 1.0 </normalmap-tiling>
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<texture n="2">
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<image>Textures/buildings-normalmap_orig.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- Light Map -->
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<texture n="3">
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<image>Textures/buildings-lightmap.png</image>
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@ -39,7 +47,6 @@
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<!-- Reflection -->
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<reflection-enabled type="int"> 1 </reflection-enabled>
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<reflect-map-enabled type="int"> 1 </reflect-map-enabled>
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<!-- <reflect-map-enabled type="int"> 0 </reflect-map-enabled> -->
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<reflection-correction type="float"> -0.15 </reflection-correction>
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<reflection-dynamic type="int"> 0 </reflection-dynamic>
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<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
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@ -362,6 +369,17 @@
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<technique n="7">
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<pass>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
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<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
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<shininess>0.1</shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
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</material>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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@ -389,34 +407,19 @@
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</pass>
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</technique>
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<!-- <technique n="8">
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<pass>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program n="0">
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<vertex-shader n="1">Shaders/building-ubershader.vert</vertex-shader>
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</program>
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</pass>
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</technique>-->
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<technique n="9">
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<pass>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
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<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
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<shininess>0.1</shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
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</material>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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@ -439,7 +442,7 @@
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</internal-format>
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</texture-unit>
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<program n="0">
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<vertex-shader n="1">Shaders/building-ubershader.vert</vertex-shader>
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<vertex-shader n="0">Shaders/building-ubershader.vert</vertex-shader>
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</program>
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</pass>
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</technique>
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@ -455,7 +458,7 @@
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<technique n="11">
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<pass>
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<program n="0">
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<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
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<vertex-shader n="0">Shaders/building-default.vert</vertex-shader>
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</program>
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</pass>
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</technique>
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@ -539,15 +542,13 @@
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<!--fog include-->
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<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
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<vertex-shader n="0">Shaders/building-default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/default.frag</fragment-shader>
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</program>
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<!-- BEGIN fog include -->
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<uniform>
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<!--<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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@ -581,7 +582,7 @@
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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</uniform>-->
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<uniform>
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<name>fogType</name>
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<type>int</type>
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38
Effects/model-combined-deferred.eff
Normal file → Executable file
38
Effects/model-combined-deferred.eff
Normal file → Executable file
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@ -244,9 +244,9 @@ the objects that use it, and replaces it with the default shader.
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<program n="0">
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<vertex-shader n="0">Shaders/ubershader.vert</vertex-shader>
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<fragment-shader>Shaders/ubershader-gbuffer.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
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<fragment-shader n="0">Shaders/ubershader-gbuffer.frag</fragment-shader>
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<fragment-shader n="1">Shaders/gbuffer-functions.frag</fragment-shader>
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<fragment-shader n="2">Shaders/gbuffer-encode.frag</fragment-shader>
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</program>
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<uniform>
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@ -285,18 +285,6 @@ the objects that use it, and replaces it with the default shader.
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<value type="int">5</value>
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</uniform>
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<!-- <uniform>
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<name>ReflFresnelTex</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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<uniform>
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<name>ReflRainbowTex</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>-->
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<uniform>
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<name>ReflGradientsTex</name>
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<type>sampler-2d</type>
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@ -548,31 +536,23 @@ the objects that use it, and replaces it with the default shader.
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</uniform>
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<uniform>
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<name>hdg</name>
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<name>lonDeg</name>
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<type>float</type>
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<value>
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<use>model-hdg</use>
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<use>pos-lon</use>
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</value>
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</uniform>
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<uniform>
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<name>pitch</name>
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<name>latDeg</name>
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<type>float</type>
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<value>
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<use>model-pitch</use>
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</value>
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</uniform>
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<uniform>
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<name>roll</name>
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<type>float</type>
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<value>
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<use>model-roll</use>
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<use>pos-lat</use>
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</value>
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</uniform>
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<!-- BEGIN fog include -->
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<uniform>
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<!--<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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@ -613,7 +593,7 @@ the objects that use it, and replaces it with the default shader.
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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</uniform>-->
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<!-- END fog include -->
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<uniform>
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<name>rembrandt_enabled</name>
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31
Effects/model-combined-transparent.eff
Normal file → Executable file
31
Effects/model-combined-transparent.eff
Normal file → Executable file
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@ -329,18 +329,9 @@ and fallback to plain transparency when the model shader is disabled.
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</vertex-program-two-side>
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<program>
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>
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<vertex-shader n="0">Shaders/ubershader.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.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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<uniform>
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@ -630,31 +621,23 @@ and fallback to plain transparency when the model shader is disabled.
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</uniform>
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<uniform>
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<name>hdg</name>
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<name>lonDeg</name>
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<type>float</type>
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<value>
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<use>model-hdg</use>
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<use>pos-lon</use>
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</value>
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</uniform>
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<uniform>
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<name>pitch</name>
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<name>latDeg</name>
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<type>float</type>
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<value>
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<use>model-pitch</use>
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</value>
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</uniform>
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<uniform>
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<name>roll</name>
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<type>float</type>
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<value>
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<use>model-roll</use>
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<use>pos-lat</use>
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</value>
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</uniform>
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<!-- BEGIN fog include -->
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<uniform>
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<!--<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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@ -688,7 +671,7 @@ and fallback to plain transparency when the model shader is disabled.
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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</uniform>-->
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<uniform>
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<name>fogType</name>
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<type>int</type>
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65
Effects/model-combined.eff
Normal file → Executable file
65
Effects/model-combined.eff
Normal file → Executable file
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@ -128,6 +128,12 @@ please see Docs/README.model-combined.eff for documentation
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<model-roll>
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<use>orientation/model/roll-deg</use>
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</model-roll>
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<pos-lon>
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<use>position/longitude-deg</use>
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</pos-lon>
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<pos-lat>
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<use>position/latitude-deg</use>
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</pos-lat>
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<!-- fog include -->
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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<use>rembrandt</use>
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</value>
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</uniform>
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<uniform>
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<name>lonDeg</name>
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<type>float</type>
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<value>
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<use>pos-lon</use>
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</value>
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</uniform>
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<uniform>
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<name>latDeg</name>
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<type>float</type>
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<value>
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<use>pos-lat</use>
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</value>
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</uniform>
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</pass>
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</technique>
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</vertex-program-two-side>
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<program n="0">
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>
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<vertex-shader n="0">Shaders/ubershader.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.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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<uniform>
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</value>
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</uniform>
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<uniform>
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<name>hdg</name>
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<type>float</type>
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<value>
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<use>model-hdg</use>
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</value>
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<name>lonDeg</name>
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<type>float</type>
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<value>
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<use>pos-lon</use>
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</value>
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</uniform>
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<uniform>
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<name>pitch</name>
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<type>float</type>
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<value>
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<use>model-pitch</use>
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</value>
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</uniform>
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<uniform>
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<name>roll</name>
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<type>float</type>
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<value>
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<use>model-roll</use>
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</value>
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<name>latDeg</name>
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<type>float</type>
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<value>
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<use>pos-lat</use>
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</value>
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</uniform>
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<!-- BEGIN fog include -->
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<uniform>
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<!--<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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</uniform>-->
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<uniform>
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<name>fogType</name>
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<type>int</type>
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124
Shaders/building-ubershader.vert
Normal file → Executable file
124
Shaders/building-ubershader.vert
Normal file → Executable file
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@ -1,50 +1,20 @@
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// -*- mode: C; -*-
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// RANDOM BUILDINGS for the UBERSHADER vertex shader
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// Licence: GPL v2
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// © Emilian Huminiuc and Vivian Meazza 2011
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#version 120
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varying vec3 rawpos;
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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 vViewVec;
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varying vec3 vertVec;
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varying vec3 reflVec;
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varying vec4 diffuseColor;
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varying vec3 VBinormal;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 rawpos;
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varying vec3 eyeVec;
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varying float alpha;
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attribute vec3 tangent;
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attribute vec3 binormal;
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uniform float pitch;
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uniform float roll;
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uniform float hdg;
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uniform int refl_dynamic;
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uniform int nmap_enabled;
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uniform int shader_qual;
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uniform int rembrandt_enabled;
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uniform int color_is_position;
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//////Fog Include///////////
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// uniform int fogType;
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// void fog_Func(int type);
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////////////////////////////
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void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
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{
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rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
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0.0 , cosRx , -sinRx * cosRx, 0.0,
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-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
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0.0 , 0.0 , 0.0 , 1.0 );
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}
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void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
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{
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rotmat = mat4( cosRz, -sinRz, 0.0, 0.0,
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sinRz, cosRz, 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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void main(void)
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{
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@ -56,75 +26,41 @@ void main(void)
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rawpos.xy = vec2(dot(rawpos.xy, vec2(cr, sr)), dot(rawpos.xy, vec2(-sr, cr)));
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rawpos = rawpos + gl_Color.xyz;
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||||
vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos.x, rawpos.y, rawpos.z, 1.0);
|
||||
//fog_Func(fogType);
|
||||
vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos.xyz, 1.0);
|
||||
|
||||
eyeVec = ecPosition.xyz;
|
||||
|
||||
// Rotate the normal.
|
||||
vec3 normal = gl_Normal;
|
||||
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
|
||||
//normal = gl_NormalMatrix * normal;
|
||||
|
||||
VNormal = normalize(gl_NormalMatrix * normal);
|
||||
vec3 n = normalize(normal);
|
||||
vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
|
||||
vec3 tempBinormal = cross(n, tempTangent);
|
||||
vec3 c1 = cross(n, vec3(0.0,0.0,1.0));
|
||||
vec3 c2 = cross(n, vec3(0.0,1.0,0.0));
|
||||
|
||||
if (nmap_enabled > 0){
|
||||
tempTangent = tangent;
|
||||
tempBinormal = binormal;
|
||||
}
|
||||
VTangent = c1;
|
||||
if(length(c2)>length(c1)){
|
||||
VTangent = c2;
|
||||
}
|
||||
|
||||
VTangent = normalize(gl_NormalMatrix * tempTangent);
|
||||
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
|
||||
vec3 t = tempTangent;
|
||||
vec3 b = tempBinormal;
|
||||
VBinormal = cross(n, VTangent);
|
||||
|
||||
// Super hack: if diffuse material alpha is less than 1, assume a
|
||||
// transparency animation is at work
|
||||
if (gl_FrontMaterial.diffuse.a < 1.0)
|
||||
alpha = gl_FrontMaterial.diffuse.a;
|
||||
else
|
||||
alpha = 1.0;
|
||||
VTangent = normalize(gl_NormalMatrix * -VTangent);
|
||||
VBinormal = normalize(gl_NormalMatrix * VBinormal);
|
||||
|
||||
// Vertex in eye coordinates
|
||||
vertVec = ecPosition.xyz;
|
||||
vViewVec.x = dot(t, vertVec);
|
||||
vViewVec.y = dot(b, vertVec);
|
||||
vViewVec.z = dot(n, vertVec);
|
||||
|
||||
// calculate the reflection vector
|
||||
vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
|
||||
vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
|
||||
if (refl_dynamic > 0){
|
||||
//prepare rotation matrix
|
||||
mat4 RotMatPR;
|
||||
mat4 RotMatH;
|
||||
float _roll = roll;
|
||||
if (_roll>90.0 || _roll < -90.0)
|
||||
{
|
||||
_roll = -_roll;
|
||||
}
|
||||
float cosRx = cos(radians(_roll));
|
||||
float sinRx = sin(radians(_roll));
|
||||
float cosRy = cos(radians(-pitch));
|
||||
float sinRy = sin(radians(-pitch));
|
||||
float cosRz = cos(radians(hdg));
|
||||
float sinRz = sin(radians(hdg));
|
||||
rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
|
||||
rotationMatrixH(sinRz, cosRz, RotMatH);
|
||||
vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz;
|
||||
|
||||
reflVec = reflVec_dyn;
|
||||
} else {
|
||||
reflVec = reflVec_stat;
|
||||
}
|
||||
// Force no alpha on random buildings
|
||||
diffuseColor = vec4(gl_FrontMaterial.diffuse.rgb,1.0);
|
||||
|
||||
if(rembrandt_enabled < 1){
|
||||
gl_FrontColor = gl_FrontMaterial.emission + vec4(1.0,1.0,1.0,1.0)
|
||||
* (gl_LightModel.ambient + gl_LightSource[0].ambient);
|
||||
} else {
|
||||
gl_FrontColor = vec4(1.0,1.0,1.0,1.0);
|
||||
}
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0);
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
if(rembrandt_enabled < 1){
|
||||
gl_FrontColor = gl_FrontMaterial.emission + vec4(1.0)
|
||||
* (gl_LightModel.ambient + gl_LightSource[0].ambient);
|
||||
} else {
|
||||
gl_FrontColor = vec4(1.0);
|
||||
}
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0);
|
||||
gl_ClipVertex = ecPosition;
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
}
|
||||
|
|
196
Shaders/model-ALS-ultra.frag
Normal file → Executable file
196
Shaders/model-ALS-ultra.frag
Normal file → Executable file
|
@ -7,15 +7,13 @@
|
|||
// by Thorsten Renk, 2013
|
||||
#version 120
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec3 VBinormal;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 rawpos;
|
||||
varying vec3 reflVec;
|
||||
varying vec3 vViewVec;
|
||||
varying vec3 vertVec;
|
||||
|
||||
varying float alpha;
|
||||
varying vec3 eyeVec;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
uniform sampler2D BaseTex;
|
||||
uniform sampler2D LightMapTex;
|
||||
|
@ -33,6 +31,7 @@ uniform int lightmap_multi;
|
|||
uniform int nmap_dds;
|
||||
uniform int nmap_enabled;
|
||||
uniform int refl_enabled;
|
||||
uniform int refl_dynamic;
|
||||
uniform int refl_map;
|
||||
uniform int grain_texture_enabled;
|
||||
uniform int rain_enabled;
|
||||
|
@ -90,6 +89,47 @@ uniform vec3 dirt_r_color;
|
|||
uniform vec3 dirt_g_color;
|
||||
uniform vec3 dirt_b_color;
|
||||
|
||||
///reflection orientation
|
||||
uniform mat4 osg_ViewMatrixInverse;
|
||||
uniform float latDeg;
|
||||
uniform float lonDeg;
|
||||
|
||||
|
||||
//////rotation matrices/////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
mat3 rotX(in float angle)
|
||||
{
|
||||
mat3 rotmat = mat3(
|
||||
1.0, 0.0, 0.0,
|
||||
0.0, cos(angle), -sin(angle),
|
||||
0.0, sin(angle), cos(angle)
|
||||
);
|
||||
return rotmat;
|
||||
}
|
||||
|
||||
mat3 rotY(in float angle)
|
||||
{
|
||||
mat3 rotmat = mat3(
|
||||
cos(angle), 0.0, sin(angle),
|
||||
0.0, 1.0, 0.0,
|
||||
-sin(angle), 0.0, cos(angle)
|
||||
);
|
||||
return rotmat;
|
||||
}
|
||||
|
||||
mat3 rotZ(in float angle)
|
||||
{
|
||||
mat3 rotmat = mat3(
|
||||
cos(angle), -sin(angle), 0.0,
|
||||
sin(angle), cos(angle), 0.0,
|
||||
0.0, 0.0, 1.0
|
||||
);
|
||||
return rotmat;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
|
||||
float shadow_func (in float x, in float y, in float noise, in float dist);
|
||||
float fog_func (in float targ, in float altitude);
|
||||
|
@ -143,13 +183,13 @@ void main (void)
|
|||
//vec4 worldPos3D = (osg_ViewMatrixInverse * vec4 (0.0,0.0,0.0, 1.0));
|
||||
//worldPos3D.a = 0.0;
|
||||
//vec3 up = (osg_ViewMatrix * worldPos3D).xyz;
|
||||
float dist = length(vertVec);
|
||||
float vertex_alt = max(100.0,dot(up, vertVec) + alt);
|
||||
float dist = length(eyeVec);
|
||||
float vertex_alt = max(100.0,dot(up, eyeVec) + alt);
|
||||
float vertex_scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
|
||||
|
||||
|
||||
vec3 lightHorizon = gl_LightSource[0].position.xyz - up * dot(up,gl_LightSource[0].position.xyz);
|
||||
float yprime = -dot(vertVec, lightHorizon);
|
||||
float yprime = -dot(eyeVec, lightHorizon);
|
||||
float yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
|
@ -157,7 +197,7 @@ void main (void)
|
|||
|
||||
float mie_angle;
|
||||
if (lightArg < 10.0)
|
||||
{mie_angle = (0.5 * dot(normalize(vertVec), normalize(gl_LightSource[0].position.xyz)) ) + 0.5;}
|
||||
{mie_angle = (0.5 * dot(normalize(eyeVec), normalize(gl_LightSource[0].position.xyz)) ) + 0.5;}
|
||||
else
|
||||
{mie_angle = 1.0;}
|
||||
|
||||
|
@ -180,7 +220,7 @@ void main (void)
|
|||
float fog_lightArg = (terminator-fog_yprime_alt)/100000.0;
|
||||
float fog_earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, fog_yprime_alt) + 0.1;
|
||||
|
||||
float ct = dot(normalize(up), normalize(vertVec));
|
||||
float ct = dot(normalize(up), normalize(eyeVec));
|
||||
|
||||
/// END geometry for light
|
||||
|
||||
|
@ -237,21 +277,57 @@ void main (void)
|
|||
} else {
|
||||
N = normalize(VNormal);
|
||||
}
|
||||
///END bump
|
||||
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
|
||||
vec3 viewVec = normalize(vViewVec);
|
||||
float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
|
||||
vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75));
|
||||
vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25));
|
||||
///END bump ////////////////////////////////////////////////////////////////////
|
||||
vec3 viewN = normalize((gl_ModelViewMatrixTranspose * vec4(N,0.0)).xyz);
|
||||
vec3 viewVec = normalize(eyeVec);
|
||||
float v = abs(dot(viewVec, viewN));// Map a rainbowish color
|
||||
vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75));
|
||||
vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25));
|
||||
|
||||
float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
|
||||
float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
|
||||
//glare on the backside of tranparent objects
|
||||
if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0)
|
||||
&& dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) {
|
||||
nDotVP = max(0.0, dot(-N, normalize(gl_LightSource[0].position.xyz)));
|
||||
nDotHV = max(0.0, dot(-N, normalize(gl_LightSource[0].halfVector.xyz)));
|
||||
}
|
||||
mat4 reflMatrix = gl_ModelViewMatrixInverse;
|
||||
vec3 wRefVec = reflect(viewVec,N);
|
||||
|
||||
////dynamic reflection /////////////////////////////
|
||||
if (refl_dynamic > 0){
|
||||
reflMatrix = osg_ViewMatrixInverse;
|
||||
|
||||
vec3 wVertVec = normalize(reflMatrix * vec4(viewVec,0.0)).xyz;
|
||||
vec3 wNormal = normalize(reflMatrix * vec4(N,0.0)).xyz;
|
||||
|
||||
float latRad = radians(90. - latDeg);
|
||||
float lonRad = radians(lonDeg);
|
||||
|
||||
mat3 rotCorrX = rotX(-lonRad);
|
||||
mat3 rotCorrY = rotY(latRad);
|
||||
mat3 reflCorr = rotCorrX * rotCorrY;
|
||||
wRefVec = reflect(wVertVec,wNormal);
|
||||
wRefVec = normalize(reflCorr * wRefVec);
|
||||
} else { ///static reflection
|
||||
wRefVec = normalize(reflMatrix * vec4(wRefVec,0.0)).xyz;
|
||||
}
|
||||
|
||||
vec3 reflection = textureCube(Environment, wRefVec).xyz;
|
||||
|
||||
vec3 E = eyeDir;
|
||||
E = normalize(E);
|
||||
|
||||
vec3 L = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz);
|
||||
vec3 HV = normalize(L + E);
|
||||
|
||||
N = viewN;
|
||||
|
||||
float nDotVP = dot(N,L);
|
||||
float nDotHV = dot(N,HV);
|
||||
float eDotLV = max(0.0, dot(-E,L));
|
||||
|
||||
//glare on the backside of tranparent objects
|
||||
if ((gl_Color.a < .999 || texel.a < .999) && nDotVP < 0.0) {
|
||||
nDotVP = dot(-N, L);
|
||||
nDotHV = dot(-N, HV);
|
||||
}
|
||||
|
||||
nDotVP = max(0.0, nDotVP);
|
||||
nDotHV = max(0.0, nDotHV);
|
||||
|
||||
float nDotVP1 = 0.0;
|
||||
float nDotHV1 = 0.0;
|
||||
|
@ -259,7 +335,7 @@ void main (void)
|
|||
|
||||
// try specular reflection of sky irradiance
|
||||
nDotVP1 = max(0.0, dot(N, up));
|
||||
nDotHV1 = max(0.0, dot(N, normalize(normalize(up) + normalize(-vertVec))));
|
||||
nDotHV1 = max(0.0, dot(N, normalize(normalize(up) + normalize(-eyeVec))));
|
||||
|
||||
|
||||
if (nDotVP == 0.0)
|
||||
|
@ -273,7 +349,7 @@ void main (void)
|
|||
{pf1 = pow(nDotHV1, 0.5*gl_FrontMaterial.shininess);}
|
||||
|
||||
|
||||
vec3 relPos = (gl_ModelViewMatrixInverse * vec4 (vertVec,0.0)).xyz;
|
||||
vec3 relPos = (gl_ModelViewMatrixInverse * vec4 (eyeVec,0.0)).xyz;
|
||||
if (cloud_shadow_flag == 1)
|
||||
{
|
||||
light_diffuse = light_diffuse * shadow_func(relPos.x, relPos.y, 1.0, dist);
|
||||
|
@ -298,11 +374,11 @@ void main (void)
|
|||
vec4 Diffuse = light_diffuse * nDotVP;
|
||||
Diffuse.rgb += secondary_light * light_distance_fading(dist);
|
||||
vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf + gl_FrontMaterial.specular * light_ambient * pf1;
|
||||
Specular+= gl_FrontMaterial.specular * pow(max(0.0,-dot(N,normalize(vertVec))),gl_FrontMaterial.shininess) * vec4(secondary_light,1.0);
|
||||
Specular+= gl_FrontMaterial.specular * pow(max(0.0,-dot(N,normalize(eyeVec))),gl_FrontMaterial.shininess) * vec4(secondary_light,1.0);
|
||||
|
||||
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
|
||||
vec4 color = gl_Color + Diffuse * diffuseColor;
|
||||
color = clamp( color, 0.0, 1.0 );
|
||||
|
||||
color.a = texel.a * diffuseColor.a;
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//BEGIN reflect
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
@ -323,20 +399,23 @@ void main (void)
|
|||
reflFactor = clamp(reflFactor, 0.0, 1.0);
|
||||
|
||||
// add fringing fresnel and rainbow effects and modulate by reflection
|
||||
vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
|
||||
vec3 reflcolor = mix(reflection, rainbow.rgb, refl_rainbow * v);
|
||||
//vec4 reflcolor = reflection;
|
||||
vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
|
||||
vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
|
||||
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
|
||||
raincolor += Specular;
|
||||
raincolor *= light_diffuse;
|
||||
mixedcolor = mix(texel, raincolor, reflFactor).rgb;
|
||||
vec3 reflfrescolor = mix(reflcolor, fresnel.rgb, refl_fresnel * v);
|
||||
vec3 noisecolor = mix(reflfrescolor, noisevec.rgb, refl_noise);
|
||||
vec3 raincolor = noisecolor.rgb * reflFactor;
|
||||
raincolor += Specular.rgb;
|
||||
raincolor *= light_diffuse.rgb;
|
||||
mixedcolor = mix(texel.rgb, raincolor, reflFactor);
|
||||
} else {
|
||||
mixedcolor = texel.rgb;
|
||||
}
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
//END reflect
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
if (color.a < .999){
|
||||
color.a += .1 * eDotLV;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//begin DIRT
|
||||
|
@ -344,15 +423,21 @@ void main (void)
|
|||
if (dirt_enabled >= 1){
|
||||
vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
|
||||
vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
|
||||
//dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);
|
||||
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
|
||||
if (color.a < .999) {
|
||||
color.a += dirtFactor.r * eDotLV;
|
||||
}
|
||||
if (dirt_multi > 0) {
|
||||
//dirtFactor.g = smoothstep(0.0, 1.0, dirtFactor.g);
|
||||
//dirtFactor.b = smoothstep(0.0, 1.0, dirtFactor.b);
|
||||
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g));
|
||||
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b));
|
||||
}
|
||||
}
|
||||
if (color.a < 1.0) {
|
||||
color.a += dirtFactor.g * eDotLV;
|
||||
color.a += dirtFactor.b * eDotLV;
|
||||
}
|
||||
}
|
||||
}
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//END Dirt
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
@ -373,7 +458,7 @@ void main (void)
|
|||
}
|
||||
|
||||
// secondary reflection of sky irradiance in water film
|
||||
float fresnelW = ((0.8 * wetness) ) * (1.0-smoothstep(0.0,0.4, dot(N,-normalize(vertVec)) * 1.0 - 0.2 * rain_factor * wetness));
|
||||
float fresnelW = ((0.8 * wetness) ) * (1.0-smoothstep(0.0,0.4, dot(N,-normalize(eyeVec)) * 1.0 - 0.2 * rain_factor * wetness));
|
||||
float sky_factor = (1.0-ct*ct);
|
||||
vec3 sky_light = vec3 (1.0,1.0,1.0) * length(light_diffuse.rgb) * (1.0-effective_scattering);
|
||||
Specular.rgb += sky_factor * fresnelW * sky_light;
|
||||
|
@ -387,11 +472,10 @@ void main (void)
|
|||
float ambient_offset = clamp(amb_correction, -1.0, 1.0);
|
||||
//vec4 ambient = gl_LightModel.ambient + gl_LightSource[0].ambient;
|
||||
vec4 ambient = gl_LightModel.ambient + light_ambient;
|
||||
vec4 ambient_Correction = vec4(ambient.rg, ambient.b * 0.6, 1.0)
|
||||
* ambient_offset ;
|
||||
vec3 ambient_Correction = vec3(ambient.rg, ambient.b * 0.6);
|
||||
ambient_Correction *= ambient_offset ;
|
||||
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
|
||||
|
||||
color.a = texel.a * alpha;
|
||||
vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
|
||||
|
||||
fragColor += Specular * nmap.a;
|
||||
|
@ -402,18 +486,18 @@ void main (void)
|
|||
if ( lightmap_enabled >= 1 ) {
|
||||
vec3 lightmapcolor = vec3(0.0);
|
||||
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
|
||||
lightmap_b_factor, lightmap_a_factor);
|
||||
lightmap_b_factor, lightmap_a_factor);
|
||||
lightmapFactor = lightmapFactor * lightmapTexel;
|
||||
if (lightmap_multi > 0 ){
|
||||
lightmapcolor = lightmap_r_color * lightmapFactor.r +
|
||||
lightmap_g_color * lightmapFactor.g +
|
||||
lightmap_b_color * lightmapFactor.b +
|
||||
lightmap_a_color * lightmapFactor.a ;
|
||||
} else {
|
||||
lightmap_g_color * lightmapFactor.g +
|
||||
lightmap_b_color * lightmapFactor.b +
|
||||
lightmap_a_color * lightmapFactor.a ;
|
||||
} else {
|
||||
lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
|
||||
}
|
||||
}
|
||||
fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * smoothstep(0.0, 1.0, mixedcolor*.5 + lightmapcolor*.5));
|
||||
}
|
||||
}
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// END lightmap
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
@ -537,10 +621,10 @@ void main (void)
|
|||
|
||||
///BEGIN Rayleigh fog ///
|
||||
|
||||
// Rayleigh color shift due to out-scattering
|
||||
float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
|
||||
float outscatter = 1.0-exp(-dist/rayleigh_length);
|
||||
fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
|
||||
// Rayleigh color shift due to out-scattering
|
||||
float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
|
||||
float outscatter = 1.0-exp(-dist/rayleigh_length);
|
||||
fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
|
||||
|
||||
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
|
||||
float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
|
||||
|
@ -556,6 +640,6 @@ void main (void)
|
|||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
|
||||
fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
|
||||
fragColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
}
|
||||
|
|
163
Shaders/ubershader-gbuffer.frag
Normal file → Executable file
163
Shaders/ubershader-gbuffer.frag
Normal file → Executable file
|
@ -1,18 +1,17 @@
|
|||
// -*- mode: C; -*-
|
||||
// UBERSHADER - Rembrandt version - fragment shader
|
||||
// Licence: GPL v2
|
||||
// Authors: Frederic Bouvier and Gijs de Rooy
|
||||
// with major additions and revisions by
|
||||
// Emilian Huminiuc and Vivian Meazza 2011
|
||||
#version 120
|
||||
|
||||
varying vec3 rawpos;
|
||||
varying vec4 diffuseColor;
|
||||
varying vec3 VBinormal;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 VBinormal;
|
||||
varying vec3 vViewVec;
|
||||
varying vec3 reflVec;
|
||||
|
||||
varying float alpha;
|
||||
varying vec3 rawpos;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
uniform samplerCube Environment;
|
||||
uniform sampler2D BaseTex;
|
||||
|
@ -22,14 +21,15 @@ uniform sampler2D ReflMapTex;
|
|||
uniform sampler2D ReflGradientsTex;
|
||||
uniform sampler3D ReflNoiseTex;
|
||||
|
||||
uniform int nmap_enabled;
|
||||
uniform int nmap_dds;
|
||||
uniform int refl_enabled;
|
||||
uniform int refl_map;
|
||||
uniform int lightmap_enabled;
|
||||
uniform int lightmap_multi;
|
||||
uniform int dirt_enabled;
|
||||
uniform int dirt_multi;
|
||||
uniform int dirt_enabled;
|
||||
uniform int dirt_multi;
|
||||
uniform int lightmap_enabled;
|
||||
uniform int lightmap_multi;
|
||||
uniform int nmap_dds;
|
||||
uniform int nmap_enabled;
|
||||
uniform int refl_enabled;
|
||||
uniform int refl_dynamic;
|
||||
uniform int refl_map;
|
||||
|
||||
uniform float lightmap_r_factor;
|
||||
uniform float lightmap_g_factor;
|
||||
|
@ -54,13 +54,47 @@ uniform vec3 dirt_r_color;
|
|||
uniform vec3 dirt_g_color;
|
||||
uniform vec3 dirt_b_color;
|
||||
|
||||
//uniform vec4 fg_SunAmbientColor;
|
||||
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
|
||||
|
||||
///fog include//////////////////////
|
||||
uniform int fogType;
|
||||
vec3 fog_Func(vec3 color, int type);
|
||||
////////////////////////////////////
|
||||
uniform mat4 osg_ViewMatrixInverse;
|
||||
uniform float latDeg;
|
||||
uniform float lonDeg;
|
||||
|
||||
//////rotation matrices/////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
mat3 rotX(in float angle)
|
||||
{
|
||||
mat3 rotmat = mat3(
|
||||
1.0, 0.0, 0.0,
|
||||
0.0, cos(angle), -sin(angle),
|
||||
0.0, sin(angle), cos(angle)
|
||||
);
|
||||
return rotmat;
|
||||
}
|
||||
|
||||
mat3 rotY(in float angle)
|
||||
{
|
||||
mat3 rotmat = mat3(
|
||||
cos(angle), 0.0, sin(angle),
|
||||
0.0, 1.0, 0.0,
|
||||
-sin(angle), 0.0, cos(angle)
|
||||
);
|
||||
return rotmat;
|
||||
}
|
||||
|
||||
mat3 rotZ(in float angle)
|
||||
{
|
||||
mat3 rotmat = mat3(
|
||||
cos(angle), -sin(angle), 0.0,
|
||||
sin(angle), cos(angle), 0.0,
|
||||
0.0, 0.0, 1.0
|
||||
);
|
||||
return rotmat;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
void main (void)
|
||||
{
|
||||
|
@ -75,11 +109,11 @@ void main (void)
|
|||
//vec3 ambient = fg_SunAmbientColor.rgb;
|
||||
vec3 N;
|
||||
vec3 dotN;
|
||||
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
|
||||
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb,
|
||||
vec3( 0.3, 0.59, 0.11 ) );
|
||||
float pf;
|
||||
|
||||
///BEGIN bump
|
||||
///BEGIN bump
|
||||
if (nmap_enabled > 0){
|
||||
N = nmap.rgb * 2.0 - 1.0;
|
||||
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
|
||||
|
@ -88,18 +122,44 @@ void main (void)
|
|||
} else {
|
||||
N = normalize(VNormal);
|
||||
}
|
||||
///END bump
|
||||
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
|
||||
vec3 viewVec = normalize(vViewVec);
|
||||
float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
|
||||
///END bump ////////////////////////////////////////////////////////////////////
|
||||
vec3 viewN = normalize((gl_ModelViewMatrixTranspose * vec4(N,0.0)).xyz);
|
||||
vec3 viewVec = normalize(eyeVec);
|
||||
float v = abs(dot(viewVec, viewN));// Map a rainbowish color
|
||||
vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75));
|
||||
vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25));
|
||||
vec4 color = gl_Color;// * gl_FrontMaterial.diffuse;
|
||||
|
||||
mat4 reflMatrix = gl_ModelViewMatrixInverse;
|
||||
vec3 wRefVec = reflect(viewVec,N);
|
||||
|
||||
////dynamic reflection /////////////////////////////
|
||||
if (refl_dynamic > 0 && refl_enabled > 0){
|
||||
reflMatrix = osg_ViewMatrixInverse;
|
||||
|
||||
vec3 wVertVec = (reflMatrix * vec4(eyeVec,0.0)).xyz;
|
||||
vec3 wNormal = (reflMatrix * vec4(N,0.0)).xyz;
|
||||
|
||||
float latRad = radians(90. - latDeg);
|
||||
float lonRad = radians(lonDeg);
|
||||
|
||||
mat3 rotCorrX = rotX(-lonRad);
|
||||
mat3 rotCorrY = rotY(latRad);
|
||||
mat3 reflCorr = rotCorrX * rotCorrY;
|
||||
wRefVec = reflect(wVertVec,wNormal);
|
||||
wRefVec = normalize(reflCorr * wRefVec);
|
||||
} else if (refl_enabled > 0) { ///static reflection
|
||||
wRefVec = normalize(reflMatrix * vec4(wRefVec,0.0)).xyz;
|
||||
}
|
||||
|
||||
vec3 reflection = textureCube(Environment, wRefVec).xyz;
|
||||
|
||||
|
||||
vec4 color = gl_Color + gl_FrontLightModelProduct.sceneColor;
|
||||
float specular = dot((gl_FrontMaterial.specular * nmap.a).rgb, vec3( 0.3, 0.59, 0.11 ));
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//BEGIN reflect
|
||||
////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
//BEGIN reflect
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
if (refl_enabled > 0){
|
||||
float reflFactor;
|
||||
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
|
||||
|
@ -115,36 +175,33 @@ void main (void)
|
|||
reflFactor = clamp(reflFactor, 0.0, 1.0);
|
||||
|
||||
// add fringing fresnel and rainbow effects and modulate by reflection
|
||||
vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
|
||||
vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
|
||||
vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
|
||||
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
|
||||
mixedcolor = mix(texel, raincolor, reflFactor).rgb;
|
||||
vec3 reflcolor = mix(reflection, rainbow.rgb, refl_rainbow * v);
|
||||
vec3 reflfrescolor = mix(reflcolor, fresnel.rgb, refl_fresnel * v);
|
||||
vec3 noisecolor = mix(reflfrescolor, noisevec.rgb, refl_noise);
|
||||
vec3 raincolor = noisecolor.rgb * reflFactor;
|
||||
mixedcolor = mix(texel.rgb, raincolor, reflFactor);
|
||||
} else {
|
||||
mixedcolor = texel.rgb;
|
||||
}
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
//END reflect
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
//begin DIRT
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
if (dirt_enabled >= 1){
|
||||
vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
|
||||
vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
|
||||
//dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);
|
||||
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
|
||||
if (dirt_multi > 0) {
|
||||
//dirtFactor.g = smoothstep(0.0, 1.0, dirtFactor.g);
|
||||
//dirtFactor.b = smoothstep(0.0, 1.0, dirtFactor.b);
|
||||
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g));
|
||||
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b));
|
||||
}
|
||||
}
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
//END Dirt
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// set ambient adjustment to remove bluiness with user input
|
||||
|
@ -152,13 +209,15 @@ void main (void)
|
|||
vec3 ambient_Correction = vec3(ambient.rg, ambient.b * 0.6) * ambient_offset;
|
||||
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
|
||||
|
||||
color.a = texel.a * alpha;
|
||||
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb, color.a);
|
||||
//vec4 fragColor = vec4(color.rgb * mixedcolor, color.a);
|
||||
//specifically disallow alpha
|
||||
color.a = 1.0; //texel.a * alpha;
|
||||
color.rgb *= mixedcolor.rgb;
|
||||
color.rgb += ambient_Correction.rgb;
|
||||
vec4 fragColor = color;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// BEGIN lightmap
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// BEGIN lightmap
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
if ( lightmap_enabled >= 1 ) {
|
||||
vec3 lightmapcolor;
|
||||
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor);
|
||||
|
@ -179,9 +238,9 @@ void main (void)
|
|||
fragColor.rgb = max(fragColor.rgb * (1.0 - emission),
|
||||
lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
|
||||
}
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// END lightmap
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// END lightmap
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
encode_gbuffer(N, fragColor.rgb, 255, specular, gl_FrontMaterial.shininess, emission, gl_FragCoord.z);
|
||||
}
|
239
Shaders/ubershader.frag
Normal file → Executable file
239
Shaders/ubershader.frag
Normal file → Executable file
|
@ -1,64 +1,106 @@
|
|||
// -*- mode: C; -*-
|
||||
// UBERSHADER - default forward rendering - fragment shader
|
||||
// Licence: GPL v2
|
||||
// Authors: Frederic Bouvier and Gijs de Rooy
|
||||
// with major additions and revisions by
|
||||
// Emilian Huminiuc and Vivian Meazza 2011
|
||||
#version 120
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec3 VBinormal;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 rawpos;
|
||||
varying vec3 reflVec;
|
||||
varying vec3 vViewVec;
|
||||
varying vec3 eyeVec;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
varying float alpha;
|
||||
uniform sampler2D BaseTex;
|
||||
uniform sampler2D LightMapTex;
|
||||
uniform sampler2D NormalTex;
|
||||
uniform sampler2D ReflGradientsTex;
|
||||
uniform sampler2D ReflMapTex;
|
||||
uniform sampler3D ReflNoiseTex;
|
||||
uniform samplerCube Environment;
|
||||
|
||||
uniform sampler2D BaseTex;
|
||||
uniform sampler2D LightMapTex;
|
||||
uniform sampler2D NormalTex;
|
||||
uniform sampler2D ReflGradientsTex;
|
||||
uniform sampler2D ReflMapTex;
|
||||
uniform sampler3D ReflNoiseTex;
|
||||
uniform samplerCube Environment;
|
||||
uniform int dirt_enabled;
|
||||
uniform int dirt_multi;
|
||||
uniform int lightmap_enabled;
|
||||
uniform int lightmap_multi;
|
||||
uniform int nmap_dds;
|
||||
uniform int nmap_enabled;
|
||||
uniform int refl_enabled;
|
||||
uniform int refl_dynamic;
|
||||
uniform int refl_map;
|
||||
|
||||
uniform int dirt_enabled;
|
||||
uniform int dirt_multi;
|
||||
uniform int lightmap_enabled;
|
||||
uniform int lightmap_multi;
|
||||
uniform int nmap_dds;
|
||||
uniform int nmap_enabled;
|
||||
uniform int refl_enabled;
|
||||
uniform int refl_map;
|
||||
uniform float amb_correction;
|
||||
uniform float dirt_b_factor;
|
||||
uniform float dirt_g_factor;
|
||||
uniform float dirt_r_factor;
|
||||
uniform float lightmap_a_factor;
|
||||
uniform float lightmap_b_factor;
|
||||
uniform float lightmap_g_factor;
|
||||
uniform float lightmap_r_factor;
|
||||
uniform float nmap_tile;
|
||||
uniform float refl_correction;
|
||||
uniform float refl_fresnel;
|
||||
uniform float refl_noise;
|
||||
uniform float refl_rainbow;
|
||||
|
||||
uniform float amb_correction;
|
||||
uniform float dirt_b_factor;
|
||||
uniform float dirt_g_factor;
|
||||
uniform float dirt_r_factor;
|
||||
uniform float lightmap_a_factor;
|
||||
uniform float lightmap_b_factor;
|
||||
uniform float lightmap_g_factor;
|
||||
uniform float lightmap_r_factor;
|
||||
uniform float nmap_tile;
|
||||
uniform float refl_correction;
|
||||
uniform float refl_fresnel;
|
||||
uniform float refl_noise;
|
||||
uniform float refl_rainbow;
|
||||
uniform vec3 lightmap_r_color;
|
||||
uniform vec3 lightmap_g_color;
|
||||
uniform vec3 lightmap_b_color;
|
||||
uniform vec3 lightmap_a_color;
|
||||
|
||||
uniform vec3 lightmap_r_color;
|
||||
uniform vec3 lightmap_g_color;
|
||||
uniform vec3 lightmap_b_color;
|
||||
uniform vec3 lightmap_a_color;
|
||||
uniform vec3 dirt_r_color;
|
||||
uniform vec3 dirt_g_color;
|
||||
uniform vec3 dirt_b_color;
|
||||
|
||||
uniform vec3 dirt_r_color;
|
||||
uniform vec3 dirt_g_color;
|
||||
uniform vec3 dirt_b_color;
|
||||
///reflection orientation
|
||||
uniform mat4 osg_ViewMatrixInverse;
|
||||
uniform float latDeg;
|
||||
uniform float lonDeg;
|
||||
|
||||
///fog include//////////////////////
|
||||
uniform int fogType;
|
||||
vec3 fog_Func(vec3 color, int type);
|
||||
////////////////////////////////////
|
||||
|
||||
|
||||
//////rotation matrices/////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
mat3 rotX(in float angle)
|
||||
{
|
||||
mat3 rotmat = mat3(
|
||||
1.0, 0.0, 0.0,
|
||||
0.0, cos(angle), -sin(angle),
|
||||
0.0, sin(angle), cos(angle)
|
||||
);
|
||||
return rotmat;
|
||||
}
|
||||
|
||||
mat3 rotY(in float angle)
|
||||
{
|
||||
mat3 rotmat = mat3(
|
||||
cos(angle), 0.0, sin(angle),
|
||||
0.0, 1.0, 0.0,
|
||||
-sin(angle), 0.0, cos(angle)
|
||||
);
|
||||
return rotmat;
|
||||
}
|
||||
|
||||
mat3 rotZ(in float angle)
|
||||
{
|
||||
mat3 rotmat = mat3(
|
||||
cos(angle), -sin(angle), 0.0,
|
||||
sin(angle), cos(angle), 0.0,
|
||||
0.0, 0.0, 1.0
|
||||
);
|
||||
return rotmat;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
|
||||
|
@ -71,7 +113,7 @@ void main (void)
|
|||
vec3 N = vec3(0.0,0.0,1.0);
|
||||
float pf = 0.0;
|
||||
|
||||
///BEGIN bump
|
||||
///BEGIN bump //////////////////////////////////////////////////////////////////
|
||||
if (nmap_enabled > 0 ){
|
||||
N = nmap.rgb * 2.0 - 1.0;
|
||||
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
|
||||
|
@ -80,22 +122,58 @@ void main (void)
|
|||
} else {
|
||||
N = normalize(VNormal);
|
||||
}
|
||||
///END bump
|
||||
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
|
||||
vec3 viewVec = normalize(vViewVec);
|
||||
float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
|
||||
///END bump ////////////////////////////////////////////////////////////////////
|
||||
vec3 viewN = normalize((gl_ModelViewMatrixTranspose * vec4(N,0.0)).xyz);
|
||||
vec3 viewVec = normalize(eyeVec);
|
||||
float v = abs(dot(viewVec, viewN));// Map a rainbowish color
|
||||
vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75));
|
||||
vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25));
|
||||
|
||||
float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
|
||||
float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
|
||||
//glare on the backside of tranparent objects
|
||||
if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0)
|
||||
&& dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) {
|
||||
nDotVP = max(0.0, dot(-N, normalize(gl_LightSource[0].position.xyz)));
|
||||
nDotHV = max(0.0, dot(-N, normalize(gl_LightSource[0].halfVector.xyz)));
|
||||
mat4 reflMatrix = gl_ModelViewMatrixInverse;
|
||||
vec3 wRefVec = reflect(viewVec,N);
|
||||
|
||||
////dynamic reflection /////////////////////////////
|
||||
if (refl_dynamic > 0){
|
||||
reflMatrix = osg_ViewMatrixInverse;
|
||||
|
||||
vec3 wVertVec = normalize(reflMatrix * vec4(viewVec,0.0)).xyz;
|
||||
vec3 wNormal = normalize(reflMatrix * vec4(N,0.0)).xyz;
|
||||
|
||||
float latRad = radians(90. - latDeg);
|
||||
float lonRad = radians(lonDeg);
|
||||
|
||||
mat3 rotCorrX = rotX(-lonRad);
|
||||
mat3 rotCorrY = rotY(latRad);
|
||||
mat3 reflCorr = rotCorrX * rotCorrY;
|
||||
wRefVec = reflect(wVertVec,wNormal);
|
||||
wRefVec = normalize(reflCorr * wRefVec);
|
||||
} else { ///static reflection
|
||||
wRefVec = normalize(reflMatrix * vec4(wRefVec,0.0)).xyz;
|
||||
}
|
||||
|
||||
vec3 reflection = textureCube(Environment, wRefVec).xyz;
|
||||
|
||||
vec3 E = eyeDir;
|
||||
E = normalize(E);
|
||||
|
||||
vec3 L = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz);
|
||||
vec3 H = normalize(L + E);
|
||||
|
||||
N = viewN;
|
||||
|
||||
float nDotVP = dot(N,L);
|
||||
float nDotHV = dot(N,H);
|
||||
float eDotLV = max(0.0, dot(-E,L));
|
||||
|
||||
//glare on the backside of tranparent objects
|
||||
if ((gl_Color.a < .999 || texel.a < 1.0) && nDotVP < 0.0) {
|
||||
nDotVP = dot(-N, L);
|
||||
nDotHV = dot(-N, H);
|
||||
}
|
||||
|
||||
nDotVP = max(0.0, nDotVP);
|
||||
nDotHV = max(0.0, nDotHV);
|
||||
|
||||
if (nDotVP == 0.0)
|
||||
pf = 0.0;
|
||||
else
|
||||
|
@ -104,19 +182,18 @@ void main (void)
|
|||
vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
|
||||
vec4 Specular = gl_FrontMaterial.specular * gl_LightSource[0].diffuse * pf;
|
||||
|
||||
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
|
||||
vec4 color = gl_Color + Diffuse*diffuseColor;
|
||||
color = clamp( color, 0.0, 1.0 );
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//BEGIN reflect
|
||||
////////////////////////////////////////////////////////////////////
|
||||
color.a = texel.a * diffuseColor.a;
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//BEGIN reflect
|
||||
////////////////////////////////////////////////////////////////////
|
||||
if (refl_enabled > 0 ){
|
||||
float reflFactor = 0.0;
|
||||
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
|
||||
|
||||
if(refl_map > 0){
|
||||
// map the shininess of the object with user input
|
||||
//float pam = (map.a * -2) + 1; //reverse map
|
||||
reflFactor = reflmap.a + transparency_offset;
|
||||
} else if (nmap_enabled > 0) {
|
||||
// set the reflectivity proportional to shininess with user input
|
||||
|
@ -127,13 +204,13 @@ void main (void)
|
|||
reflFactor = clamp(reflFactor, 0.0, 1.0);
|
||||
|
||||
// add fringing fresnel and rainbow effects and modulate by reflection
|
||||
vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
|
||||
vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
|
||||
vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
|
||||
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
|
||||
raincolor += Specular;
|
||||
raincolor *= gl_LightSource[0].diffuse;
|
||||
mixedcolor = mix(texel, raincolor, reflFactor).rgb;
|
||||
vec3 reflcolor = mix(reflection, rainbow.rgb, refl_rainbow * v);
|
||||
vec3 reflfrescolor = mix(reflcolor, fresnel.rgb, refl_fresnel * v);
|
||||
vec3 noisecolor = mix(reflfrescolor, noisevec.rgb, refl_noise);
|
||||
vec3 raincolor = noisecolor * reflFactor;
|
||||
raincolor += Specular.rgb;
|
||||
raincolor *= gl_LightSource[0].diffuse.rgb;
|
||||
mixedcolor = mix(texel.rgb, raincolor, reflFactor);
|
||||
} else {
|
||||
mixedcolor = texel.rgb;
|
||||
}
|
||||
|
@ -141,20 +218,28 @@ void main (void)
|
|||
//END reflect
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
if (color.a<1.0){
|
||||
color.a += .1 * eDotLV;
|
||||
}
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//begin DIRT
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
if (dirt_enabled >= 1){
|
||||
vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
|
||||
vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
|
||||
//dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);
|
||||
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
|
||||
if (color.a < 1.0) {
|
||||
color.a += dirtFactor.r * eDotLV;
|
||||
}
|
||||
if (dirt_multi > 0) {
|
||||
//dirtFactor.g = smoothstep(0.0, 1.0, dirtFactor.g);
|
||||
//dirtFactor.b = smoothstep(0.0, 1.0, dirtFactor.b);
|
||||
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g));
|
||||
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b));
|
||||
if (color.a < 1.0) {
|
||||
color.a += dirtFactor.g * eDotLV;
|
||||
color.a += dirtFactor.b * eDotLV;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//END Dirt
|
||||
|
@ -164,18 +249,19 @@ void main (void)
|
|||
// set ambient adjustment to remove bluiness with user input
|
||||
float ambient_offset = clamp(amb_correction, -1.0, 1.0);
|
||||
vec4 ambient = gl_LightModel.ambient + gl_LightSource[0].ambient;
|
||||
vec4 ambient_Correction = vec4(ambient.rg, ambient.b * 0.6, 1.0)
|
||||
* ambient_offset ;
|
||||
|
||||
vec3 ambient_Correction = vec3(ambient.rg, ambient.b * 0.6);
|
||||
|
||||
ambient_Correction *= ambient_offset;
|
||||
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
|
||||
|
||||
color.a = texel.a * alpha;
|
||||
vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
|
||||
|
||||
fragColor += Specular * nmap.a;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// BEGIN lightmap
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// BEGIN lightmap
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
if ( lightmap_enabled >= 1 ) {
|
||||
vec3 lightmapcolor = vec3(0.0);
|
||||
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
|
||||
|
@ -189,12 +275,13 @@ void main (void)
|
|||
} else {
|
||||
lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
|
||||
}
|
||||
fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * smoothstep(0.0, 1.0, mixedcolor*.5 + lightmapcolor*.5));
|
||||
fragColor.rgb = max(fragColor.rgb, lightmapcolor * smoothstep(0.0, 1.0, mixedcolor*.5 + lightmapcolor*.5));
|
||||
}
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// END lightmap
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// END lightmap
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
|
95
Shaders/ubershader.vert
Normal file → Executable file
95
Shaders/ubershader.vert
Normal file → Executable file
|
@ -1,60 +1,43 @@
|
|||
// -*- mode: C; -*-
|
||||
// UBERSHADER - vertex shader
|
||||
// Licence: GPL v2
|
||||
// © Emilian Huminiuc and Vivian Meazza 2011
|
||||
#version 120
|
||||
|
||||
varying vec3 rawpos;
|
||||
varying vec4 diffuseColor;
|
||||
varying vec3 VBinormal;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 VBinormal;
|
||||
varying vec3 vViewVec;
|
||||
varying vec3 reflVec;
|
||||
varying vec3 vertVec;
|
||||
|
||||
varying float alpha;
|
||||
varying vec3 rawpos;
|
||||
varying vec3 eyeVec;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
attribute vec3 tangent;
|
||||
attribute vec3 binormal;
|
||||
|
||||
uniform float pitch;
|
||||
uniform float roll;
|
||||
uniform float hdg;
|
||||
uniform int refl_dynamic;
|
||||
uniform int nmap_enabled;
|
||||
uniform int shader_qual;
|
||||
uniform int rembrandt_enabled;
|
||||
|
||||
//////Fog Include///////////
|
||||
// uniform int fogType;
|
||||
// void fog_Func(int type);
|
||||
////////////////////////////
|
||||
|
||||
void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
|
||||
{
|
||||
rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
|
||||
0.0 , cosRx , -sinRx * cosRx, 0.0,
|
||||
-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
|
||||
0.0 , 0.0 , 0.0 , 1.0 );
|
||||
}
|
||||
|
||||
void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
|
||||
{
|
||||
rotmat = mat4( cosRz, -sinRz, 0.0, 0.0,
|
||||
sinRz, cosRz, 0.0, 0.0,
|
||||
0.0 , 0.0 , 1.0, 0.0,
|
||||
0.0 , 0.0 , 0.0, 1.0 );
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
rawpos = gl_Vertex.xyz;
|
||||
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
//fog_Func(fogType);
|
||||
eyeVec = ecPosition.xyz;
|
||||
eyeDir = gl_ModelViewMatrixInverse[3].xyz - gl_Vertex.xyz;
|
||||
|
||||
VNormal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
vec3 n = normalize(gl_Normal);
|
||||
vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
|
||||
|
||||
// generate "fake" binormals/tangents
|
||||
vec3 c1 = cross(n, vec3(0.0,0.0,1.0));
|
||||
vec3 c2 = cross(n, vec3(0.0,1.0,0.0));
|
||||
vec3 tempTangent = c1;
|
||||
|
||||
if(length(c2)>length(c1)){
|
||||
tempTangent = c2;
|
||||
}
|
||||
|
||||
vec3 tempBinormal = cross(n, tempTangent);
|
||||
|
||||
if (nmap_enabled > 0){
|
||||
|
@ -64,48 +47,12 @@ void main(void)
|
|||
|
||||
VTangent = normalize(gl_NormalMatrix * tempTangent);
|
||||
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
|
||||
vec3 t = tempTangent;
|
||||
vec3 b = tempBinormal;
|
||||
|
||||
diffuseColor = gl_Color;
|
||||
// Super hack: if diffuse material alpha is less than 1, assume a
|
||||
// transparency animation is at work
|
||||
if (gl_FrontMaterial.diffuse.a < 1.0)
|
||||
alpha = gl_FrontMaterial.diffuse.a;
|
||||
else
|
||||
alpha = gl_Color.a;
|
||||
|
||||
// Vertex in eye coordinates
|
||||
vertVec = ecPosition.xyz;
|
||||
vViewVec.x = dot(t, vertVec);
|
||||
vViewVec.y = dot(b, vertVec);
|
||||
vViewVec.z = dot(n, vertVec);
|
||||
|
||||
// calculate the reflection vector
|
||||
vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
|
||||
vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
|
||||
if (refl_dynamic > 0){
|
||||
//prepare rotation matrix
|
||||
mat4 RotMatPR;
|
||||
mat4 RotMatH;
|
||||
float _roll = roll;
|
||||
if (_roll>90.0 || _roll < -90.0)
|
||||
{
|
||||
_roll = -_roll;
|
||||
}
|
||||
float cosRx = cos(radians(_roll));
|
||||
float sinRx = sin(radians(_roll));
|
||||
float cosRy = cos(radians(-pitch));
|
||||
float sinRy = sin(radians(-pitch));
|
||||
float cosRz = cos(radians(hdg));
|
||||
float sinRz = sin(radians(hdg));
|
||||
rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
|
||||
rotationMatrixH(sinRz, cosRz, RotMatH);
|
||||
vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz;
|
||||
|
||||
reflVec = reflVec_dyn;
|
||||
} else {
|
||||
reflVec = reflVec_stat;
|
||||
}
|
||||
diffuseColor.a = gl_FrontMaterial.diffuse.a;
|
||||
|
||||
if(rembrandt_enabled < 1){
|
||||
gl_FrontColor = gl_FrontMaterial.emission + gl_Color
|
||||
|
@ -113,6 +60,8 @@ void main(void)
|
|||
} else {
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
|
||||
gl_Position = ftransform();
|
||||
gl_ClipVertex = ecPosition;
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
}
|
||||
|
|
BIN
Textures/buildings-normalmap_orig.png
Executable file
BIN
Textures/buildings-normalmap_orig.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 724 KiB |
Loading…
Reference in a new issue