diff --git a/Effects/urban.eff b/Effects/urban.eff
index ab95140dd..f8eecd141 100644
--- a/Effects/urban.eff
+++ b/Effects/urban.eff
@@ -3,6 +3,7 @@
Effects/urban
Effects/terrain-default
+
0.008
0.75 0.59 0.05
@@ -71,6 +72,10 @@
+
+ 2
+ noise
+
Shaders/urban.vert
Shaders/urban.frag
@@ -97,6 +102,11 @@
sampler-2d
1
+
+ NoiseTex
+ sampler-3d
+ 2
+
depth_factor
float
@@ -117,6 +127,11 @@
float
+
+ snowlevel
+ float
+
+
diff --git a/Shaders/urban.frag b/Shaders/urban.frag
index 33f9f3c7f..d991acc1c 100644
--- a/Shaders/urban.frag
+++ b/Shaders/urban.frag
@@ -13,13 +13,16 @@ varying vec3 VBinormal;
varying vec3 Normal;
varying vec4 constantColor;
+uniform sampler3D NoiseTex;
uniform sampler2D BaseTex;
uniform sampler2D NormalTex;
uniform float depth_factor;
uniform float tile_size;
uniform float quality_level; // From /sim/rendering/quality-level
+uniform float snowlevel; // From /sim/rendering/snow-level-m
uniform vec3 night_color;
+const float scale = 1.0;
int linear_search_steps = 10;
float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
@@ -73,6 +76,7 @@ void main (void)
float emis = N.z;
N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy)));
+ float Nz = N.z;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
vec3 l = gl_LightSource[0].position.xyz;
@@ -100,14 +104,32 @@ void main (void)
emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2) -0.2;
ambient_light += (emission_factor * vec4(night_color, 0.0));
- vec4 finalColor = texture2D(BaseTex, uv) * ambient_light;
-
float fogFactor;
float fogCoord = ecPos3.z / (1.0 + smoothstep(0.3, 0.7, emission_factor));
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
+ vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
+ vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
+
+ float n=0.06;
+ n += nvL[0]*0.4;
+ n += nvL[1]*0.6;
+ n += nvL[2]*2.0;
+ n += nvL[3]*4.0;
+ n += noisevec[0]*0.1;
+ n += noisevec[1]*0.4;
+
+ n += noisevec[2]*0.8;
+ n += noisevec[3]*2.1;
+ n = mix(0.6, n, fogFactor);
+
+ vec4 finalColor = texture2D(BaseTex, uv);
+ finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0),
+ step(0.8,Nz)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
+ finalColor *= ambient_light;
+
if (gl_Fog.density == 1.0)
fogFactor=1.0;