Standardized fog
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
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2 changed files with 86 additions and 74 deletions
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@ -1,19 +1,25 @@
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// -*-C++-*-
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// Texture switching based on face slope and snow level,with ideas from crop.frag, forest.frag
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// © 2011 - Frederic Bouvier, Emilian Huminiuc, Tim Moore, Yves Sablonier
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// Texture switching based on face slope and snow level
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// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
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// © Emilian Huminiuc 2011
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// Ambient term comes in gl_Color.rgb.
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#version 120
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varying vec4 diffuse_term, RawPos;
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varying vec3 Vnormal, normal;
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varying float fogCoord;
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//varying float fogCoord;
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uniform float SnowLevel, Transitions, InverseSlope, RainNorm, CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
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uniform sampler2D BaseTex, SecondTex, ThirdTex, SnowTex;
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uniform sampler3D NoiseTex;
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////fog "include" /////
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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void main()
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{
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{
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float MixFactor, NdotL, NdotHV, fogFactor, cover, slope, L1, L2, wetness;
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vec3 n, lightDir, halfVector;
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@ -29,7 +35,7 @@ void main()
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Noise = texture3D(NoiseTex, RawPos.xyz*0.0011);
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MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
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MixFactor *= 300.0;
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MixFactor *= 300;
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MixFactor = clamp(MixFactor, 0.0, 1.0);
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L1 = 0.90 - 0.02 * MixFactor; //first transition slope
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L2 = 0.78 + 0.04 * MixFactor; //Second transition slope
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@ -47,7 +53,7 @@ void main()
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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}
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color.a = diffuse_term.a;
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// This shouldn't be necessary, but our lighting becomes very
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@ -63,7 +69,7 @@ void main()
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vec4 baseTexel = texture2D(BaseTex, gl_TexCoord[0].st);
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vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st);
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vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st);
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vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st * 2.0);
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vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st * 2);
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//Normal transition. For more abrupt faces apply another texture (or 2).
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if (InverseSlope == 0.0) {
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//Do we do an intermediate transition
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@ -71,46 +77,46 @@ void main()
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if (slope >= L1) {
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//texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L1, L1 + 0.03 * MixFactor, slope));
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texel = baseTexel;
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}
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}
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if (slope >= L2 && slope < L1){
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texel = mix(secondTexel, baseTexel, smoothstep(L2, L1 - 0.06 * MixFactor, slope));
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}
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}
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if (slope < L2){
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texel = mix(thirdTexel, secondTexel, smoothstep(L2 - 0.13 * MixFactor, L2, slope));
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}
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}
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// Just one transition
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} else if (Transitions < 1.5) {
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if (slope >= L1) {
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texel = baseTexel;
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} else if (Transitions < 1.5) {
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if (slope >= L1) {
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texel = baseTexel;
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}
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if (slope < L1) {
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texel = mix(thirdTexel, baseTexel, smoothstep(L2 - 0.13 * MixFactor, L1, slope));
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}
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}
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if (slope < L1) {
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texel = mix(thirdTexel, baseTexel, smoothstep(L2 - 0.13 * MixFactor, L1, slope));
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}
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}
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//Invert the transition: keep original texture on abrupt slopes and switch to another on flatter terrain
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} else if (InverseSlope > 0.0) {
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//Interemdiate transition ?
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if (Transitions >= 1.5) {
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if (slope >= L1 + 0.1) {
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texel = thirdTexel;
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}
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if (slope >= L2 && slope < L1 + 0.1){
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texel = mix(secondTexel, thirdTexel, smoothstep(L2 + 0.06 * MixFactor, L1 + 0.1, slope));
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}
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if (slope <= L2){
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texel = mix(baseTexel, secondTexel, smoothstep(L2 - 0.06 * MixFactor, L2, slope));
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}
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//just one
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} else if (Transitions < 1.5) {
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if (slope > L1 + 0.1) {
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texel = thirdTexel;
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}
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if (slope <= L1 + 0.1){
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texel = mix(baseTexel, thirdTexel, smoothstep(L2 - 0.06 * MixFactor, L1 + 0.1, slope));
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}
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} else if (InverseSlope > 0.0) {
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//Interemdiate transition ?
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if (Transitions >= 1.5) {
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if (slope >= L1 + 0.1) {
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texel = thirdTexel;
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}
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if (slope >= L2 && slope < L1 + 0.1){
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texel = mix(secondTexel, thirdTexel, smoothstep(L2 + 0.06 * MixFactor, L1 + 0.1, slope));
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}
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if (slope <= L2){
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texel = mix(baseTexel, secondTexel, smoothstep(L2 - 0.06 * MixFactor, L2, slope));
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}
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//just one
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} else if (Transitions < 1.5) {
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if (slope > L1 + 0.1) {
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texel = thirdTexel;
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}
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if (slope <= L1 + 0.1){
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texel = mix(baseTexel, thirdTexel, smoothstep(L2 - 0.06 * MixFactor, L1 + 0.1, slope));
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}
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}
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}
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}
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//darken textures with wetness
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wetness = 1.0 - 0.3 * RainNorm;
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@ -121,20 +127,19 @@ void main()
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//Snow texture for areas higher than SnowLevel
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if (RawPos.z >= SnowLevel - (1000.0 * slope + 300 * MixFactor) && slope > L2 - 0.12) {
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texel = mix(texel, mix(texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope)), smoothstep(SnowLevel - (1000.0 * slope + 300 * MixFactor), SnowLevel - (1000 * slope - 150 * MixFactor), RawPos.z));
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}
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}
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fragColor = color * texel + specular;
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if(cover >= 2.5){
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fragColor.rgb = fragColor.rgb * 1.2;
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} else {
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fragColor.rg = fragColor.rg * (0.6 + 0.2 * cover);
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fragColor.b = fragColor.b * (0.5 + 0.25 * cover);
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}
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fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
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}
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} else {
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fragColor.rg = fragColor.rg * (0.6 + 0.2 * cover);
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fragColor.b = fragColor.b * (0.5 + 0.25 * cover);
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}
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//fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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fragColor.rgb = fog_Func(fragColor.rgb, fogType);
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//gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
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gl_FragColor = fragColor;
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}
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@ -19,13 +19,19 @@
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// bugs with gl_FrontFacing in the fragment shader.
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varying vec4 diffuse_term, RawPos;
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varying vec3 normal, Vnormal;
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varying float fogCoord;
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//varying float fogCoord;
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uniform int colorMode;
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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 main()
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{
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{
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RawPos = gl_Vertex;
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vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = normalize(gl_Normal);
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@ -34,25 +40,26 @@ void main()
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if (colorMode == MODE_DIFFUSE) {
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diffuse_color = gl_Color;
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ambient_color = gl_FrontMaterial.ambient;
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} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
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diffuse_color = gl_Color;
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ambient_color = gl_Color;
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} else {
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diffuse_color = gl_FrontMaterial.diffuse;
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ambient_color = gl_FrontMaterial.ambient;
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} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
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diffuse_color = gl_Color;
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ambient_color = gl_Color;
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} else {
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diffuse_color = gl_FrontMaterial.diffuse;
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ambient_color = gl_FrontMaterial.ambient;
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}
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diffuse_term = diffuse_color * gl_LightSource[0].diffuse;
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vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
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(gl_LightModel.ambient + gl_LightSource[0].ambient);
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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diffuse_term.a = gl_FrontMaterial.diffuse.a;
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else
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diffuse_term.a = gl_Color.a;
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// Another hack for supporting two-sided lighting without using
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// gl_FrontFacing in the fragment shader.
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gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
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gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
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//fogCoord = abs(ecPosition.z / ecPosition.w);
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fog_Func(fogType);
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}
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diffuse_term = diffuse_color * gl_LightSource[0].diffuse;
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vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
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(gl_LightModel.ambient + gl_LightSource[0].ambient);
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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diffuse_term.a = gl_FrontMaterial.diffuse.a;
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else
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diffuse_term.a = gl_Color.a;
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// Another hack for supporting two-sided lighting without using
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// gl_FrontFacing in the fragment shader.
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gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
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gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
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fogCoord = abs(ecPosition.z / ecPosition.w);
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}
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