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Merge branch 'master' of git://gitorious.org/fg/fgdata

This commit is contained in:
BARANGER Emmanuel 2012-02-13 00:44:05 +01:00
commit 45c56e51bc
6 changed files with 258 additions and 37 deletions

View file

@ -173,6 +173,15 @@ property-assign - assign a value to a property
value: the new value for the property; or
property[1]: the name of the property holding the new value.
property-interpolate - assign a value to a property, interpolated
over time
property[0]: the name of the property that will get the new value
and defines the starting point of the interpolation
value: the new value for the property; or
property[1]: the name of the property holding the new value.
time: the time in seconds it takes for the transition from the
old value to the new value of property[0]
property-adjust - adjust the value of a property
property: the name of the property to increment or decrement
step: the amount of the increment or decrement (defaults to 0)

View file

@ -40,6 +40,26 @@
<season-green type="float">0.86</season-green>
<season-blue type="float">0.22</season-blue>
<!-- end season color -->
<!--fog include-->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<generate>
@ -128,8 +148,10 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/forest.vert</vertex-shader>
<fragment-shader>Shaders/forest.frag</fragment-shader>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/forest.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
@ -199,6 +221,50 @@
<type>float</type>
<value>0.0</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

View file

@ -41,6 +41,27 @@
<season-blue type="float">0.22</season-blue>
<!-- end season color -->
<!--fog include-->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<generate>
<tangent type="int">6</tangent>
@ -128,8 +149,10 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/forest.vert</vertex-shader>
<fragment-shader>Shaders/forest.frag</fragment-shader>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/forest.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
@ -199,6 +222,50 @@
<type>float</type>
<value>0.0</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

View file

@ -40,6 +40,27 @@
<season-blue type="float">0.22</season-blue>
<!-- end season color -->
<!--fog include-->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
<quality-level><use>/sim/rendering/shaders/transition</use></quality-level>
</parameters>
<generate>
@ -128,8 +149,10 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/forest.vert</vertex-shader>
<fragment-shader>Shaders/forest.frag</fragment-shader>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/forest.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
@ -199,6 +222,50 @@
<type>float</type>
<value>0.0</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

View file

@ -22,6 +22,12 @@ uniform float snowlevel; // From /sim/rendering/snow-level-m
const float scale = 1.0;
int linear_search_steps = 10;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
{
@ -182,8 +188,6 @@ void main (void)
c1 *= ambient_light;
vec4 finalColor = c1;
if(gl_Fog.density == 1.0)
fogFactor=1.0;
gl_FragColor = mix(gl_Fog.color,finalColor, fogFactor);
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
gl_FragColor = finalColor;
}

View file

@ -1,3 +1,4 @@
#version 120
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
@ -9,6 +10,12 @@ varying vec4 constantColor;
attribute vec3 tangent;
attribute vec3 binormal;
////fog "include"////////
uniform int fogType;
void fog_Func(int type);
/////////////////////////
void main(void)
{
rawpos = gl_Vertex;
@ -23,4 +30,5 @@ void main(void)
+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
fog_Func(fogType);
}