Merge branch 'master' of gitorious.org:fg/fgdata into work
This commit is contained in:
commit
657bd30ae0
3 changed files with 9 additions and 8 deletions
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@ -29,7 +29,7 @@
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<use>/environment/terminator-relative-position-m</use>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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</terminator>
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<fogtype>
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<fogtype>
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<use>/sim/rendering/shaders/skydome</use>
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<use>/sim/rendering/scattering-shader</use>
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</fogtype>
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</fogtype>
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<!-- END fog include -->
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<!-- END fog include -->
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@ -60,8 +60,9 @@
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</and>
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</and>
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</or>
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</or>
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<or>
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<or>
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<extension-supported>GL_ATI_shader_texture_lod</extension-supported>
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<extension-supported>GL_ATI_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
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<extension-supported>GL_ARB_shader_texture_lod</extension-supported>
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<extension-supported>GL_ARB_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
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<extension-supported>GL_EXT_gpu_shader4</extension-supported>
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</or>
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</or>
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</and>
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</and>
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</predicate>
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</predicate>
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@ -288,7 +289,7 @@
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<and>
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<and>
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<property>/sim/rendering/shaders/urban</property>
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<property>/sim/rendering/shaders/urban</property>
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<less-equal>
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<less-equal>
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<value type="float">2.0</value>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shaders/urban</float-property>
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<float-property>/sim/rendering/shaders/urban</float-property>
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</less-equal>
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</less-equal>
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<or>
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<or>
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Binary file not shown.
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@ -28,8 +28,8 @@ uniform sampler2D NormalTex;
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uniform sampler2D QDMTex;
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uniform sampler2D QDMTex;
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uniform float depth_factor;
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uniform float depth_factor;
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uniform float tile_size;
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uniform float tile_size;
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uniform float quality_level; // From /sim/rendering/quality-level
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uniform float quality_level;
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uniform float snowlevel; // From /sim/rendering/snow-level-m
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uniform float snowlevel;
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uniform vec3 night_color;
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uniform vec3 night_color;
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const float scale = 1.0;
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const float scale = 1.0;
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@ -172,7 +172,7 @@ float ray_intersect(vec2 dp, vec2 ds)
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void main (void)
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void main (void)
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{
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{
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if ( quality_level >= 3.5 ) {
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if ( quality_level >= 3.0 ) {
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linear_search_steps = 20;
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linear_search_steps = 20;
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}
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}
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vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
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vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
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@ -196,7 +196,7 @@ void main (void)
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float shadow_factor = 1.0;
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float shadow_factor = 1.0;
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// Shadow
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// Shadow
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if ( quality_level >= 3.0 ) {
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if ( quality_level >= 2.0 ) {
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dp += ds * d;
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dp += ds * d;
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vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
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vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
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ds = sl.xy * depth_factor / sl.z;
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ds = sl.xy * depth_factor / sl.z;
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