WS30: Use perlin texture to reduce tiling
Use a perlin noise texture to rotate some of the landclass textures to reduce tiling. Also add a quality=1 technique which uses it.
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4 changed files with 230 additions and 2 deletions
166
Effects/ws30.eff
166
Effects/ws30.eff
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@ -19,6 +19,15 @@
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<shininess>1.2</shininess>
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</material>
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<texture n="6">
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<image>Textures/perlin.png</image>
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<type>2d</type>
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<filter>nearest</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="10">
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<image>Textures/Terrain/snow3.png</image>
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<type>2d</type>
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@ -182,7 +191,7 @@
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<technique n="5">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/quality-level</property>
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<property>/sim/rendering/shaders/skydome</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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@ -269,6 +278,15 @@
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<internal-format><use>texture[4]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image><use>texture[6]/image</use></image>
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<filter><use>texture[6]/filter</use></filter>
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<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
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<internal-format><use>texture[6]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/ws30-ALS.vert</vertex-shader>
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<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
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@ -414,6 +432,12 @@
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<type>sampler-1d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>perlin</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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@ -444,6 +468,145 @@
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</pass>
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</technique>
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<!-- Non-ALS technique with texture rotation -->
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<technique n="11">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/quality-level</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<filter>nearest</filter>
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<mag-filter>nearest</mag-filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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<mipmap-control>
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<r>max</r>
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<g>max</g>
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<b>max</b>
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</mipmap-control>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<image><use>texture[1]/image</use></image>
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<filter>nearest-mipmap-nearest</filter>
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<mag-filter>nearest-mipmap-nearest</mag-filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format><use>texture[2]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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<internal-format><use>texture[3]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<image><use>texture[4]/image</use></image>
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<filter><use>texture[4]/filter</use></filter>
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<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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<internal-format><use>texture[4]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image><use>texture[6]/image</use></image>
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<filter><use>texture[6]/filter</use></filter>
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<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
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<internal-format><use>texture[6]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/ws30.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ws30-q1.frag</fragment-shader>
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</program>
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<uniform>
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<name>landclass</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>atlas</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>dimensionsArray</name>
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<type>sampler-1d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>diffuseArray</name>
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<type>sampler-1d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>specularArray</name>
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<type>sampler-1d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>perlin</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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</pass>
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</technique>
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<!-- Minimal technique -->
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<technique n="12">
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<pass>
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@ -548,7 +711,6 @@
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<type>sampler-1d</type>
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<value type="int">4</value>
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</uniform>
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</pass>
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</technique>
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65
Shaders/ws30-q1.frag
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65
Shaders/ws30-q1.frag
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@ -0,0 +1,65 @@
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// WS30 FRAGMENT SHADER
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// -*-C++-*-
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#version 130
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#extension GL_EXT_texture_array : enable
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varying vec3 normal;
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uniform sampler2D landclass;
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uniform sampler2DArray atlas;
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uniform sampler1D dimensionsArray;
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uniform sampler1D diffuseArray;
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uniform sampler1D specularArray;
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uniform sampler2D perlin;
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// Passed from VPBTechnique, not the Effect
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uniform float tile_width;
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uniform float tile_height;
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// See include_fog.frag
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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void main()
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{
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 texel;
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vec4 fragColor;
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// The Landclass for this particular fragment. This can be used to
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// index into the atlas textures.
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int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// normal should be reversed.
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vec3 n = (2.0 * gl_Color.a - 1.0) * normal;
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n = normalize(n);
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float NdotL = dot(n, lightDir);
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float NdotHV = max(dot(n, halfVector), 0.0);
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// Different textures have different have different dimensions.
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// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
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vec4 color = texture(diffuseArray, float(lc)/512.0) * NdotL;
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vec4 specular = texture(specularArray, float(lc)/512.0);
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vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
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vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
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vec2 st = atlas_scale * gl_TexCoord[0].st;
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// Rotate texture using the perlin texture as a mask to reduce tiling
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if (step(0.5, texture(perlin, atlas_scale * gl_TexCoord[0].st / 8.0).r) == 1.0) {
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st = vec2(atlas_scale.s * gl_TexCoord[0].t, atlas_scale.t * gl_TexCoord[0].s);
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}
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if (step(0.5, texture(perlin, - atlas_scale * gl_TexCoord[0].st / 16.0).r) == 1.0) {
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st = -st;
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}
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texel = texture(atlas, vec3(st, lc));
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fragColor = texel + pow(NdotHV, gl_FrontMaterial.shininess) * gl_LightSource[0].specular * specular;
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fragColor.rgb = fog_Func(fragColor.rgb, fogType);
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gl_FragColor = fragColor;
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}
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@ -44,6 +44,7 @@ void main()
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vec4 specular = texture(specularArray, float(lc)/512.0);
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vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
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vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
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texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc));
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fragColor = texel + pow(NdotHV, gl_FrontMaterial.shininess) * gl_LightSource[0].specular * specular;
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BIN
Textures/perlin.png
Normal file
BIN
Textures/perlin.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 14 KiB |
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