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comment out unused code and add proper reflections for specular and diffuse color

This commit is contained in:
ehofman 2009-08-22 12:08:32 +00:00
parent b005174e7c
commit 43027bcc00

View file

@ -9,11 +9,11 @@ varying vec3 lightVec;
uniform sampler3D NoiseTex;
uniform float osg_SimulationTime;
const float scale = 1.0;
//const float scale = 1.0;
void main (void)
{
const float snowlevel=2000.0;
// const float snowlevel=2000.0;
vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126);
vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417);
@ -24,7 +24,7 @@ void main (void)
float fogCoord = ecPosition.z;
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
// float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
float a=1.0;
@ -69,10 +69,10 @@ bumped=max(normalize(refract(lightVec, normalize(bump), 0.3)), 0.0);
vec3 Eye = normalize(-ecPosition.xyz);
vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24))));
//Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal)));
vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9);
vec3 bumped;
//vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9);
//vec3 bumped;
// = max(dot(normalize(Normal.xyz), normalize(bump)), vec3(0.0, 0.0, 0.0));
bumped=max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0);
//bumped=max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0);
vec4 ambientColor = gl_LightSource[0].ambient;
vec4 light = ambientColor;
@ -90,13 +90,14 @@ c1 *= light;
// HERE IS GOOD
c1 += (vec4(0.3, 0.34, 0.4, 1.0)-0.1)*gl_LightSource[0].diffuse * (bumped.r+bumped.g+bumped.b);
// c1 = bumped;
c1 += gl_LightSource[0].specular*2.0 * pow(max(dot(Reflected, Eye), 0.0), 90.0/*gl_FrontMaterial.shininess*/);
// c1 += (vec4(0.3, 0.34, 0.4, 1.0)-0.1)*gl_LightSource[0].diffuse * (bumped.r+bumped.g+bumped.b);
float ReflectedEye = max(dot(Reflected, Eye), 0.0);
c1 += gl_LightSource[0].diffuse*0.4 * pow(ReflectedEye, 20.0);
c1 += gl_LightSource[0].specular * pow(ReflectedEye, 400.0/*gl_FrontMaterial.shininess*/);
vec4 finalColor = c1;
if(gl_Fog.density == 1.0)
fogFactor=1.0;
gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
}