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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@ -1,17 +1,23 @@
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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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float MixFactor, NdotL, NdotHV, fogFactor, cover, slope, L1, L2, wetness;
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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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@ -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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@ -132,9 +138,8 @@ void main()
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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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//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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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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@ -54,5 +60,6 @@ void main()
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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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//fogCoord = abs(ecPosition.z / ecPosition.w);
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fog_Func(fogType);
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}
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