Working on transitions, adding herbtundra
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0549474369
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3 changed files with 20 additions and 7 deletions
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@ -59,26 +59,39 @@ void main (void)
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c4 = mix(vec4(n-0.88, n-0.74, -n, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9));
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c5 = mix(c3, c4, 1.0);
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//brings vegetation 'floor' only at vegetationlevel
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if (vegetationlevel < 2200) {
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if (vegetationlevel <= 2200) {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.4));
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}
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//draw (almost) bare peaks
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else {
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if (vegetationlevel > 2200 && vegetationlevel < 2300) {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.2));
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}
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if (vegetationlevel >= 2300 || vegetationlevel < 2530) {
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c1 = mix(c1, c5, clamp(0.65, n*0.5, 0.4));
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}
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if (vegetationlevel >= 2530 && vegetationlevel < 2670) {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.1));
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}
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if (vegetationlevel >= 2670) {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.1));
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}
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//adding snow and permanent snow/glacier
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if (vegetationlevel > snowlevel || vegetationlevel > 3300) {
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if (vegetationlevel > snowlevel || vegetationlevel > 3100) {
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c3 = mix(vec4(n+0.94, n+0.94, n+1.0, 0.7), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.3));
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c4 = mix(vec4(n+0.94, n+0.94, n+1.0, 0.7), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.2));
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c5 = mix(c3, c4, 1.0);
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c1 = mix(c1, c5, clamp(0.65, -n, 0.6));
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}
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//snow (just white color at the moment)
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//old snow
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//c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
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vec3 diffuse = gl_Color.rgb * max(0.4, dot(VNormal, gl_LightSource[0].position.xyz));
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@ -1200,7 +1200,7 @@ Shared parameters for various materials.
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</equals>
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</condition>
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<name>HerbTundraCover</name>
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<effect>Effects/landmass-nowood</effect>
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<effect>Effects/herbtundra</effect>
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<texture>Terrain/herbtundra.png</texture>
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<texture>Terrain/herbtundra2.png</texture>
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<texture>Terrain/herbtundra3.png</texture>
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