Merge branch 'master' of git://gitorious.org/fg/fgdata
This commit is contained in:
commit
5d65bbd16c
3 changed files with 150 additions and 3 deletions
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@ -3,7 +3,7 @@
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<name>Effects/building</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n ="0">
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<texture n="0">
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<active>true</active>
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<type>2d</type>
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<internal-format>normalized</internal-format>
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@ -11,12 +11,19 @@
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture>
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<texture n="1">
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<active>true</active>
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<type>2d</type>
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<internal-format>normalized</internal-format>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture>
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<transparent>false</transparent>
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<vertex-program-two-side type="bool">false</vertex-program-two-side>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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<ambient type="vec4d">0.3 0.3 0.3 1.0</ambient>
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<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
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<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
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@ -55,5 +62,82 @@
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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<!-- END fog include -->
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<sun-angle>
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<use>/sim/time/sun-angle-rad</use>
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</sun-angle>
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</parameters>
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<!-- Override some of the default shaders so we can add emissive lighting -->
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<!-- Skydome -->
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<technique n="5">
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<pass n="0">
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<program n="0">
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<vertex-shader n="0">Shaders/terrain-haze.vert</vertex-shader>
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<fragment-shader n="0">Shaders/terrain-haze.frag</fragment-shader>
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</program>
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</pass>
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</technique>
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<!-- Rembrandt -->
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<technique n="10">
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<pass n="0">
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<program n="0">
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<vertex-shader n="0">Shaders/deferred-gbuffer.vert</vertex-shader>
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<fragment-shader n="0">Shaders/deferred-gbuffer.frag</fragment-shader>
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<fragment-shader n="1">Shaders/gbuffer-functions.frag</fragment-shader>
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</program>
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</pass>
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</technique>
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<!-- Default shader -->
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<technique n="11">
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<pass n="0">
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<texture-unit n="1">
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<!-- Emissive texture-->
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<unit>1</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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<type>
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<use>texture[1]/type</use>
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</type>
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<image>
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<use>texture[1]/image</use>
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</image>
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<filter>
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<use>texture[1]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[1]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[1]/wrap-t</use>
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</wrap-t>
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<!--
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<internal-format>
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<use>texture[1]/internal-format</use>
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</internal-format>
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-->
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</texture-unit>
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<program n="0">
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<!--fog include-->
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<vertex-shader n="1">Shaders/default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/building-default.frag</fragment-shader>
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</program>
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<uniform n="9">
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<name>lightmap</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 n="10">
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<name>sunangle</name>
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<type>float</type>
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<value>
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<use>sun-angle</use>
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</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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63
Shaders/building-default.frag
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63
Shaders/building-default.frag
Normal file
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@ -0,0 +1,63 @@
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// -*-C++-*-
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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;
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varying vec3 normal;
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uniform sampler2D texture;
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uniform sampler2D lightmap;
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uniform float sunangle;
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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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float luminance(vec3 color)
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{
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return dot(vec3(0.212671, 0.715160, 0.072169), color);
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}
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void main()
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{
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vec3 n;
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float NdotL, NdotHV, fogFactor;
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vec4 color = gl_Color;
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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 emissive;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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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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n = (2.0 * gl_Color.a - 1.0) * normal;
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n = normalize(n);
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NdotL = dot(n, lightDir);
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if (NdotL > 0.0) {
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color += diffuse_term * NdotL;
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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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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color.a = diffuse_term.a;
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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color = clamp(color, 0.0, 1.0);
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texel = texture2D(texture, gl_TexCoord[0].st);
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emissive = texture2D(lightmap, gl_TexCoord[0].st);
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// The lights are only switched on when the sun is below the horizon
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fragColor = color * texel + specular + smoothstep(1.6, 1.8, sunangle) * emissive;
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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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BIN
Textures/buildings-lightmap.png
Normal file
BIN
Textures/buildings-lightmap.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 609 KiB |
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