diff --git a/Effects/building.eff b/Effects/building.eff
old mode 100644
new mode 100755
index 504bb23bc..b227bf100
--- a/Effects/building.eff
+++ b/Effects/building.eff
@@ -12,9 +12,17 @@
normalized
- 0
+ 1
0
1.0
+
+ Textures/buildings-normalmap_orig.png
+ 2d
+ linear-mipmap-linear
+ clamp
+ clamp
+ normalized
+
Textures/buildings-lightmap.png
@@ -39,7 +47,6 @@
1
1
-
-0.15
0
0.0
@@ -362,6 +369,17 @@
+
+ true
+ 1
+ 0.6 0.6 0.6 1.0
+ 1.0 1.0 1.0 1.0
+ 0.0 0.0 0.0 1.0
+ 0.02 0.02 0.02 1.0
+ 0.1
+ ambient-and-diffuse
+ ambient-and-diffuse
+
4
@@ -389,34 +407,19 @@
-
-
+
+ true
+ 1
+ 0.6 0.6 0.6 1.0
+ 1.0 1.0 1.0 1.0
+ 0.0 0.0 0.0 1.0
+ 0.02 0.02 0.02 1.0
+ 0.1
+ ambient-and-diffuse
+ ambient-and-diffuse
+
4
@@ -439,7 +442,7 @@
- Shaders/building-ubershader.vert
+ Shaders/building-ubershader.vert
@@ -455,7 +458,7 @@
- Shaders/building-default.vert
+ Shaders/building-default.vert
@@ -539,15 +542,13 @@
-
-
- Shaders/building-default.vert
+ Shaders/building-default.vert
Shaders/include_fog.frag
Shaders/default.frag
-
+
fogType
int
diff --git a/Effects/model-combined-deferred.eff b/Effects/model-combined-deferred.eff
old mode 100644
new mode 100755
index deeb6b095..f4e0a87ff
--- a/Effects/model-combined-deferred.eff
+++ b/Effects/model-combined-deferred.eff
@@ -244,9 +244,9 @@ the objects that use it, and replaces it with the default shader.
Shaders/ubershader.vert
- Shaders/ubershader-gbuffer.frag
- Shaders/gbuffer-functions.frag
- Shaders/gbuffer-encode.frag
+ Shaders/ubershader-gbuffer.frag
+ Shaders/gbuffer-functions.frag
+ Shaders/gbuffer-encode.frag
@@ -285,18 +285,6 @@ the objects that use it, and replaces it with the default shader.
5
-
-
ReflGradientsTex
sampler-2d
@@ -548,31 +536,23 @@ the objects that use it, and replaces it with the default shader.
- hdg
+ lonDeg
float
-
+
- pitch
+ latDeg
float
-
-
-
-
-
- roll
- float
-
-
+
-
+
rembrandt_enabled
diff --git a/Effects/model-combined-transparent.eff b/Effects/model-combined-transparent.eff
old mode 100644
new mode 100755
index 05470e77f..ad8ea1a57
--- a/Effects/model-combined-transparent.eff
+++ b/Effects/model-combined-transparent.eff
@@ -329,18 +329,9 @@ and fallback to plain transparency when the model shader is disabled.
-
- Shaders/ubershader.vert
+ Shaders/ubershader.vert
Shaders/include_fog.frag
Shaders/ubershader.frag
-
@@ -628,33 +619,25 @@ and fallback to plain transparency when the model shader is disabled.
-
+
- hdg
+ lonDeg
float
-
+
-
+
- pitch
+ latDeg
float
-
-
-
-
-
- roll
- float
-
-
+
-
+
fogType
int
diff --git a/Effects/model-combined.eff b/Effects/model-combined.eff
old mode 100644
new mode 100755
index 25da2b7cf..ae760c061
--- a/Effects/model-combined.eff
+++ b/Effects/model-combined.eff
@@ -128,6 +128,12 @@ please see Docs/README.model-combined.eff for documentation
+
+
+
+
+
+
@@ -1137,6 +1143,21 @@ please see Docs/README.model-combined.eff for documentation
+
+ lonDeg
+ float
+
+
+
+
+
+
+ latDeg
+ float
+
+
+
+
@@ -1357,18 +1378,9 @@ please see Docs/README.model-combined.eff for documentation
-
- Shaders/ubershader.vert
+ Shaders/ubershader.vert
Shaders/include_fog.frag
Shaders/ubershader.frag
-
@@ -1657,32 +1669,25 @@ please see Docs/README.model-combined.eff for documentation
+
- hdg
- float
-
-
-
+ lonDeg
+ float
+
+
+
- pitch
- float
-
-
-
-
-
-
- roll
- float
-
-
-
+ latDeg
+ float
+
+
+
-
+
fogType
int
diff --git a/Shaders/building-ubershader.vert b/Shaders/building-ubershader.vert
old mode 100644
new mode 100755
index 7a6d8a06b..a1c964d7f
--- a/Shaders/building-ubershader.vert
+++ b/Shaders/building-ubershader.vert
@@ -1,50 +1,20 @@
// -*- mode: C; -*-
+// RANDOM BUILDINGS for the UBERSHADER vertex shader
// Licence: GPL v2
// © Emilian Huminiuc and Vivian Meazza 2011
#version 120
-varying vec3 rawpos;
-varying vec3 VNormal;
-varying vec3 VTangent;
-varying vec3 VBinormal;
-varying vec3 vViewVec;
-varying vec3 vertVec;
-varying vec3 reflVec;
+varying vec4 diffuseColor;
+varying vec3 VBinormal;
+varying vec3 VNormal;
+varying vec3 VTangent;
+varying vec3 rawpos;
+varying vec3 eyeVec;
-varying float alpha;
-
-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;
-uniform int color_is_position;
-
-//////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)
{
@@ -56,75 +26,41 @@ void main(void)
rawpos.xy = vec2(dot(rawpos.xy, vec2(cr, sr)), dot(rawpos.xy, vec2(-sr, cr)));
rawpos = rawpos + gl_Color.xyz;
- 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;
}
diff --git a/Shaders/model-ALS-ultra.frag b/Shaders/model-ALS-ultra.frag
old mode 100644
new mode 100755
index ed1eb0df1..f013f1561
--- a/Shaders/model-ALS-ultra.frag
+++ b/Shaders/model-ALS-ultra.frag
@@ -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;
- }
+}
diff --git a/Shaders/ubershader-gbuffer.frag b/Shaders/ubershader-gbuffer.frag
old mode 100644
new mode 100755
index 043b1c551..9dde7f670
--- a/Shaders/ubershader-gbuffer.frag
+++ b/Shaders/ubershader-gbuffer.frag
@@ -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);
}
\ No newline at end of file
diff --git a/Shaders/ubershader.frag b/Shaders/ubershader.frag
old mode 100644
new mode 100755
index d2f5f96d8..14d245b26
--- a/Shaders/ubershader.frag
+++ b/Shaders/ubershader.frag
@@ -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;
}
diff --git a/Shaders/ubershader.vert b/Shaders/ubershader.vert
old mode 100644
new mode 100755
index 23687cb1b..5379107a0
--- a/Shaders/ubershader.vert
+++ b/Shaders/ubershader.vert
@@ -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;
}
diff --git a/Textures/buildings-normalmap_orig.png b/Textures/buildings-normalmap_orig.png
new file mode 100755
index 000000000..e28d4c9b5
Binary files /dev/null and b/Textures/buildings-normalmap_orig.png differ