Implement a simple snow shader for the low quality levels
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0adef7663d
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6 changed files with 68 additions and 73 deletions
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@ -391,13 +391,42 @@
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<texture>Terrain/water.png</texture>
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</material>
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<material>
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<effect>Effects/water-inland</effect>
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<name>Stream</name>
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<name>Canal</name>
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<texture>Terrain/water-lake.png</texture>
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<xsize>400</xsize>
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<ysize>400</ysize>
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<ambient>
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<r>0.0</r>
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<g>0.0</g>
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<b>0.0</b>
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<a>1.0</a>
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</ambient>
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<diffuse>
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<r>0.5</r>
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<g>0.5</g>
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<b>0.5</b>
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<a>1.0</a>
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</diffuse>
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<specular>
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<r>0.3</r>
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<g>0.3</g>
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<b>0.3</b>
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<a>1.0</a>
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</specular>
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<shininess>1.2</shininess>
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<solid>0</solid>
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<rolling-friction>1.5</rolling-friction>
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<bumpiness>0.6</bumpiness>
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</material>
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<material>
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<effect>Effects/water-inland</effect>
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<name>Lake</name>
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<name>Pond</name>
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<name>Reservoir</name>
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<name>Stream</name>
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<name>Canal</name>
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<name>Lagoon</name>
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<name>Estuary</name>
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<name>Watercourse</name>
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@ -193,6 +193,12 @@ float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
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if (dist < 1000.0){ noise_term = noise_term + 0.3 * (noise_1m -0.5) * (1.0 - smoothstep(500.0 , 1000.0 , dist) );}
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snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
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}
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else if (relPos.z + eye_alt +500.0 > snowlevel && tquality_level > 2)
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{
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float snow_alpha = 0.5+0.5* smoothstep(0.2,0.8, 0.3 + snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
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// texel = vec4(dot(vec3(0.2989, 0.5870, 0.1140), texel.rgb));
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texel = mix(texel, vec4(1.0), snow_alpha* smoothstep(snowlevel, snowlevel+200.0, (relPos.z + eye_alt)));
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}
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if (use_overlay == 1)
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{
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@ -245,6 +245,12 @@ if (quality_level > 3)
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texel = mix(texel, snow_texel, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
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}
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}
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else if (relPos.z + eye_alt +500.0 > snowlevel)
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{
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float snow_alpha = 0.5+0.5* smoothstep(0.2,0.8, 0.3 + snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
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// texel = vec4(dot(vec3(0.2989, 0.5870, 0.1140), texel.rgb));
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texel = mix(texel, vec4(1.0), snow_alpha* smoothstep(snowlevel, snowlevel+200.0, (relPos.z + eye_alt)));
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}
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@ -248,6 +248,12 @@ if (quality_level > 3)
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texel.rgb = mix(texel.rgb, snow_texel.rgb, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
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}
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}
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else if (relPos.z + eye_alt +500.0 > snowlevel)
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{
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float snow_alpha = 0.1+0.4* smoothstep(0.2,0.8, 0.3 + snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
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// texel = vec4(dot(vec3(0.2989, 0.5870, 0.1140), texel.rgb));
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texel = mix(texel, vec4(1.0), snow_alpha* smoothstep(snowlevel, snowlevel+200.0, (relPos.z + eye_alt)));
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}
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@ -279,6 +279,12 @@ if (quality_level > 3)
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texel = mix(texel, snow_texel, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
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}
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}
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else if (relPos.z + eye_alt +500.0 > snowlevel)
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{
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float snow_alpha = 0.5+0.5* smoothstep(0.2,0.8, 0.3 + snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
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// texel = vec4(dot(vec3(0.2989, 0.5870, 0.1140), texel.rgb));
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texel = mix(texel, vec4(1.0), snow_alpha* smoothstep(snowlevel, snowlevel+200.0, (relPos.z + eye_alt)));
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}
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@ -38,47 +38,6 @@
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<hrule/>
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<group>
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<layout>table</layout>
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<default-padding>5</default-padding>
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<text>
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<row>0</row>
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<col>0</col>
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<label> Ground Textures:</label>
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<halign>left</halign>
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</text>
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<combo>
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<row>0</row>
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<col>1</col>
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<pref-width>90</pref-width>
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<name>season</name>
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<halign>left</halign>
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<live>true</live>
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<property>/sim/startup/season</property>
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<value>summer</value>
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<value>winter</value>
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<binding>
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<command>dialog-apply</command>
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<object-name>season</object-name>
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</binding>
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</combo>
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<button>
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<row>0</row>
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<col>2</col>
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<legend>Reload Scenery</legend>
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<binding>
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<command>reinit</command>
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<subsystem>scenery</subsystem>
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</binding>
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</button>
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</group>
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<hrule/>
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<group>
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<layout>vbox</layout>
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<halign>left</halign>
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@ -88,42 +47,25 @@
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</text>
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<group>
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<layout>vbox</layout>
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<layout>hbox</layout>
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<halign>left</halign>
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<text>
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<label> </label>
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<halign>left</halign>
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</text>
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<group>
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<layout>hbox</layout>
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<checkbox>
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<label> Climate updates weather</label>
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<name>climate-update</name>
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<property>/environment/climate/weather-update</property>
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<live>true</live>
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<binding>
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<command>dialog-apply</command>
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</binding>
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<binding>
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<command>property-toggle</command>
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</binding>
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</checkbox>
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<checkbox>
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<label> Climate updates environment</label>
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<name>climate-update</name>
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<property>/environment/climate/environment-update</property>
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<live>true</live>
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<binding>
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<command>dialog-apply</command>
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</binding>
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<binding>
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<command>property-toggle</command>
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</binding>
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</checkbox>
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</group>
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<checkbox>
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<label> Climate updates environment</label>
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<name>climate-update</name>
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<property>/environment/climate/environment-update</property>
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<live>true</live>
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<binding>
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<command>dialog-apply</command>
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</binding>
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<binding>
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<command>property-toggle</command>
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</binding>
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</checkbox>
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<checkbox>
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<label> Set maximum snow level from weather</label>
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