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Sync with the other versions of the ubershader.

Remove useless forward declaration of fog_Func.
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
Emilian Huminiuc 2013-02-01 12:16:57 +02:00
parent e8bcd26450
commit 65e2b97c26

View file

@ -7,65 +7,61 @@
// by Thorsten Renk, 2013
#version 120
varying vec3 rawpos;
varying vec3 VBinormal;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 vViewVec;
varying vec3 rawpos;
varying vec3 reflVec;
varying vec3 vViewVec;
varying vec3 vertVec;
varying float alpha;
uniform samplerCube Environment;
uniform sampler2D BaseTex;
uniform sampler2D NormalTex;
uniform sampler2D LightMapTex;
uniform sampler2D ReflMapTex;
uniform sampler2D NormalTex;
uniform sampler2D ReflFresnelTex;
uniform sampler2D ReflMapTex;
uniform sampler2D ReflRainbowTex;
uniform sampler3D ReflNoiseTex;
uniform samplerCube Environment;
uniform int nmap_enabled;
uniform int nmap_dds;
uniform int refl_enabled;
uniform int refl_map;
uniform int lightmap_enabled;
uniform int lightmap_multi;
uniform int shader_qual;
uniform int dirt_enabled;
uniform int dirt_multi;
uniform int lightmap_enabled;
uniform int lightmap_multi;
uniform int nmap_dds;
uniform int nmap_enabled;
uniform int refl_enabled;
uniform int refl_map;
uniform int shader_qual;
uniform float lightmap_r_factor;
uniform float lightmap_g_factor;
uniform float lightmap_b_factor;
uniform float amb_correction;
uniform float dirt_b_factor;
uniform float dirt_g_factor;
uniform float dirt_r_factor;
uniform float lightmap_a_factor;
uniform float lightmap_b_factor;
uniform float lightmap_g_factor;
uniform float lightmap_r_factor;
uniform float nmap_tile;
uniform float refl_correction;
uniform float refl_fresnel;
uniform float refl_rainbow;
uniform float refl_noise;
uniform float amb_correction;
uniform float dirt_r_factor;
uniform float dirt_g_factor;
uniform float dirt_b_factor;
uniform float nmap_tile;
uniform float refl_rainbow;
uniform float hazeLayerAltitude;
uniform float visibility;
uniform float avisibility;
uniform float terminator;
uniform float terrain_alt;
uniform float overcast;
uniform float ground_scattering;
uniform float scattering;
uniform float moonlight;
uniform float cloud_self_shading;
uniform float eye_alt;
uniform mat4 osg_ViewMatrixInverse;
uniform mat4 osg_ViewMatrix;
uniform float ground_scattering;
uniform float hazeLayerAltitude;
uniform float moonlight;
uniform float overcast;
uniform float scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float visibility;
// constants needed by the light and fog computations ###################################################
@ -81,12 +77,8 @@ uniform vec3 dirt_r_color;
uniform vec3 dirt_g_color;
uniform vec3 dirt_b_color;
float alt;
///fog include//////////////////////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
////////////////////////////////////
// uniform mat4 osg_ViewMatrixInverse;
// uniform mat4 osg_ViewMatrix;
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
@ -95,17 +87,17 @@ float light_func (in float x, in float a, in float b, in float c, in float d, in
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
float fog_func (in float targ)
float fog_func (in float targ, in float altitude)
{
float fade_mix;
float fade_mix;
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which objects are drawn unfogged
if (alt < 30000.0)
if (altitude < 30000.0)
{return exp(-targ - targ * targ * targ * targ);}
else if (alt < 50000.0)
else if (altitude < 50000.0)
{
fade_mix = (alt - 30000.0)/20000.0;
fade_mix = (altitude - 30000.0)/20000.0;
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
}
else
@ -216,9 +208,7 @@ void main (void)
N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0)
{
N = -N;
}
} else {
N = normalize(VNormal);
}
@ -278,7 +268,7 @@ void main (void)
vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
raincolor += Specular * nmap.a;
raincolor *= light_diffuse;
mixedcolor = mix(texel, raincolor, reflFactor).rgb;
} else {
mixedcolor = texel.rgb;
@ -404,7 +394,7 @@ if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
}
transmission = fog_func(transmission_arg);
transmission = fog_func(transmission_arg, alt);
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
}
else