WS30: Photoscenery shaders
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7 changed files with 99 additions and 297 deletions
141
Effects/ws30.eff
141
Effects/ws30.eff
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@ -1450,147 +1450,6 @@
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</pass>
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</technique>
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<!-- Photoscenery -->
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<technique n="4">
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<predicate>
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<and>
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<and>
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<property>/sim/rendering/photoscenery/enabled</property>
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</and>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/include_fog.vert</vertex-shader>
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<vertex-shader>Shaders/default.vert</vertex-shader>
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<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/ws30-photo.frag</fragment-shader>
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<fragment-shader>Shaders/include_fog.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>orthophotoTexCoord</name>
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<index>14</index>
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</attribute>
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</program>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value><use>fogtype</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value>2</value>
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<!-- AMBIENT_AND_DIFFUSE -->
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</uniform>
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<uniform>
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<name>orthophotoTexture</name>
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<type>sampler-2d</type>
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<value type="int">15</value>
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</uniform>
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<!-- BEGIN shadows include -->
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d</type>
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<value type="int">10</value>
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</uniform>
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<uniform>
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<name>shadows_enabled</name>
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<type>bool</type>
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<value>
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<use>shadows_enabled</use>
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</value>
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</uniform>
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<uniform>
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<name>sun_atlas_size</name>
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<type>int</type>
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<value>
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<use>sun_atlas_size</use>
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</value>
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</uniform>
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<!-- END shadows include -->
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<depth>
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<function>lequal</function>
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<!-- <write-mask type="bool">false</write-mask> -->
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</depth>
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</pass>
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</technique>
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<!-- Non-ALS technique with texture rotation -->
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<technique n="11">
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<predicate>
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@ -86,7 +86,8 @@ uniform float hires_overlay_bias;
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uniform int quality_level;
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uniform int tquality_level;
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//uniform bool orthophotoAvailable;
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// Passed from VPBTechnique, not the Effect
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uniform bool photoScenery;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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@ -307,33 +308,31 @@ float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
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// Look up texture coordinates and scale of ground textures
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// Landclass for this fragment
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if (photoScenery) {
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texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
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} else {
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texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
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texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
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// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
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if (num_unique_neighbors != 0)
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{
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// Closest neighbor landclass
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vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
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// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
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if (num_unique_neighbors != 0)
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{
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// Closest neighbor landclass
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vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
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// Neighbor contributions
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vec4 texel_nc=texel_closest;
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// Neighbor contributions
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vec4 texel_nc=texel_closest;
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if (num_unique_neighbors > 1)
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{
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// 2nd Closest neighbor landclass
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vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
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// 2nd Closest neighbor landclass
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vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
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dx, dy);
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texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
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texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
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}
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texel = mix(texel, texel_nc, mfact[0]);
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texel = mix(texel, texel_nc, mfact[0]);
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}
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}
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// Testing code: mix with green to show values of variables at each point
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@ -107,7 +107,8 @@ uniform int use_alt_landing_light;
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// Testing code: Currently hardcoded to 2000, to allow noise functions to run while waiting for landclass lookup(s)
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uniform int swatch_size; //in metres, typically 1000 or 2000
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//uniform bool orthophotoAvailable;
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// Passed from VPBTechnique, not the Effect
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uniform bool photoScenery;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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@ -402,33 +403,31 @@ float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness),
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// Look up texture coordinates and scale of ground textures
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// Landclass for this fragment
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if (photoScenery) {
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texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
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} else {
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texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
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texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
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// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
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if (num_unique_neighbors != 0)
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{
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// Closest neighbor landclass
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vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
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// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
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if (num_unique_neighbors != 0)
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{
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// Closest neighbor landclass
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vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
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// Neighbor contributions
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vec4 texel_nc=texel_closest;
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// Neighbor contributions
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vec4 texel_nc=texel_closest;
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if (num_unique_neighbors > 1)
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{
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// 2nd Closest neighbor landclass
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vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
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// 2nd Closest neighbor landclass
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vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
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dx, dy);
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texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
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texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
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}
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texel = mix(texel, texel_nc, mfact[0]);
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texel = mix(texel, texel_nc, mfact[0]);
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}
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}
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// Testing code: mix with green to show values of variables at each point
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@ -69,6 +69,7 @@ uniform float cloud_self_shading;
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uniform int tile_level;
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uniform float tile_width;
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uniform float tile_height;
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uniform bool photoScenery;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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@ -269,34 +270,32 @@ void main()
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// Look up texture coordinates and scale of ground textures
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// Landclass for this fragment
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if (photoScenery) {
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texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
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} else {
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// Landclass for this fragment
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texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
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texel = lookup_ground_texture_array(index, tile_coord, lc, dx, dy);
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// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
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if (num_unique_neighbors != 0)
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{
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// Closest neighbor landclass
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vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
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// Mix texels - to work consistently it needs a more preceptual interpolation than mix()
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if (num_unique_neighbors != 0)
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{
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// Closest neighbor landclass
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vec4 texel_closest = lookup_ground_texture_array(index_n[0], tile_coord, lc_n[0], dx, dy);
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// Neighbor contributions
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vec4 texel_nc=texel_closest;
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// Neighbor contributions
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vec4 texel_nc=texel_closest;
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if (num_unique_neighbors > 1)
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{
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// 2nd Closest neighbor landclass
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vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
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// 2nd Closest neighbor landclass
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vec4 texel_2nd_closest = lookup_ground_texture_array(index_n[1], tile_coord, lc_n[1],
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dx, dy);
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texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
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texel_nc = mix(texel_closest, texel_2nd_closest, mfact[1]);
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}
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texel = mix(texel, texel_nc, mfact[0]);
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texel = mix(texel, texel_nc, mfact[0]);
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}
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}
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// Testing code: mix with green to show values of variables at each point
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@ -1,68 +0,0 @@
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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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varying vec2 orthoTexCoord;
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varying vec4 ecPosition;
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uniform sampler2D texture;
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////fog "include" /////
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uniform int fogType;
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uniform bool orthophotoAvailable;
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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float getShadowing();
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vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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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 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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float shadowmap = getShadowing();
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color += diffuse_term * NdotL * shadowmap;
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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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* shadowmap);
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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, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
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fragColor = color * texel + specular;
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fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
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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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@ -16,6 +16,7 @@ uniform sampler2D perlin;
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// Passed from VPBTechnique, not the Effect
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uniform float tile_width;
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uniform float tile_height;
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uniform bool photoScenery;
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// See include_fog.frag
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uniform int fogType;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 texel;
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vec4 fragColor;
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// The Landclass for this particular fragment. This can be used to
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// index into the atlas textures.
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int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
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vec4 color = vec4(0.9, 0.9, 0.9, 1.0);
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vec4 specular = vec4(0.1, 0.1, 0.1, 1.0);
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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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@ -39,25 +38,33 @@ void main()
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float NdotL = dot(n, lightDir);
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float NdotHV = max(dot(n, halfVector), 0.0);
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// Different textures have different have different dimensions.
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// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
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vec4 color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
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vec4 specular = texture(specularArray, float(lc)/512.0);
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vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
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vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
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vec2 st = atlas_scale * gl_TexCoord[0].st;
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if (photoScenery) {
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texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
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} else {
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// The Landclass for this particular fragment. This can be used to
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// index into the atlas textures.
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int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
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// Rotate texture using the perlin texture as a mask to reduce tiling
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if (step(0.5, texture(perlin, atlas_scale * gl_TexCoord[0].st / 8.0).r) == 1.0) {
|
||||
st = vec2(atlas_scale.s * gl_TexCoord[0].t, atlas_scale.t * gl_TexCoord[0].s);
|
||||
// Different textures have different have different dimensions.
|
||||
// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
|
||||
//color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
|
||||
//specular = texture(specularArray, float(lc)/512.0);
|
||||
vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
|
||||
vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
|
||||
vec2 st = atlas_scale * gl_TexCoord[0].st;
|
||||
|
||||
// Rotate texture using the perlin texture as a mask to reduce tiling
|
||||
if (step(0.5, texture(perlin, atlas_scale * gl_TexCoord[0].st / 8.0).r) == 1.0) {
|
||||
st = vec2(atlas_scale.s * gl_TexCoord[0].t, atlas_scale.t * gl_TexCoord[0].s);
|
||||
}
|
||||
|
||||
if (step(0.5, texture(perlin, - atlas_scale * gl_TexCoord[0].st / 16.0).r) == 1.0) {
|
||||
st = -st;
|
||||
}
|
||||
|
||||
texel = texture(atlas, vec3(st, lc));
|
||||
}
|
||||
|
||||
if (step(0.5, texture(perlin, - atlas_scale * gl_TexCoord[0].st / 16.0).r) == 1.0) {
|
||||
st = -st;
|
||||
}
|
||||
|
||||
texel = texture(atlas, vec3(st, lc));
|
||||
|
||||
fragColor = color * texel + pow(NdotHV, gl_FrontMaterial.shininess) * gl_LightSource[0].specular * specular;
|
||||
|
||||
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
||||
|
|
|
@ -15,6 +15,7 @@ uniform sampler1D specularArray;
|
|||
// Passed from VPBTechnique, not the Effect
|
||||
uniform float tile_width;
|
||||
uniform float tile_height;
|
||||
uniform bool photoScenery;
|
||||
|
||||
// See include_fog.frag
|
||||
uniform int fogType;
|
||||
|
@ -26,10 +27,8 @@ void main()
|
|||
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
||||
vec4 texel;
|
||||
vec4 fragColor;
|
||||
|
||||
// The Landclass for this particular fragment. This can be used to
|
||||
// index into the atlas textures.
|
||||
int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
|
||||
vec4 color = vec4(0.9, 0.9, 0.9, 1.0);
|
||||
vec4 specular = vec4(0.1, 0.1, 0.1, 1.0);
|
||||
|
||||
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
||||
|
@ -38,14 +37,22 @@ void main()
|
|||
float NdotL = dot(n, lightDir);
|
||||
float NdotHV = max(dot(n, halfVector), 0.0);
|
||||
|
||||
// Different textures have different have different dimensions.
|
||||
// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
|
||||
vec4 color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
|
||||
vec4 specular = texture(specularArray, float(lc)/512.0);
|
||||
vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
|
||||
vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
|
||||
if (photoScenery) {
|
||||
texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
|
||||
} else {
|
||||
// The Landclass for this particular fragment. This can be used to
|
||||
// index into the atlas textures.
|
||||
int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
|
||||
|
||||
texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc));
|
||||
// Different textures have different have different dimensions.
|
||||
// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
|
||||
//color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
|
||||
//specular = texture(specularArray, float(lc)/512.0);
|
||||
vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
|
||||
vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
|
||||
|
||||
texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc));
|
||||
}
|
||||
|
||||
fragColor = color * texel + pow(NdotHV, gl_FrontMaterial.shininess) * gl_LightSource[0].specular * specular;
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue