Restore old shader for quality level below 2
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3 changed files with 150 additions and 0 deletions
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@ -146,4 +146,53 @@
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</uniform>
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</uniform>
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</pass>
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</pass>
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</technique>
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</technique>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/water-shader</property>
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<property>/sim/rendering/shader-effects</property>
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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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<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>noise</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/water-orig.vert</vertex-shader>
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<fragment-shader>Shaders/water-orig.frag</fragment-shader>
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</program>
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<uniform>
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<name>texture</name>
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<type>sampler-3d</type>
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<value type="int">0</value></uniform>
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</pass>
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</technique>
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</PropertyList>
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</PropertyList>
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86
Shaders/water-orig.frag
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86
Shaders/water-orig.frag
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@ -0,0 +1,86 @@
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#version 120
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec3 lightVec;
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uniform sampler3D NoiseTex;
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uniform float osg_SimulationTime;
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//const float scale = 1.0;
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void main (void)
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{
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vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126);
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vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417);
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vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.00423+vec3(0.0,0.0,osg_SimulationTime*0.035217));
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vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212));
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float fogFactor;
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if (gl_Fog.density == 1.0)
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{
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fogFactor=1.0;
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}
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else
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{
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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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}
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float a=1.0;
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float n=0.00;
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n += nvLS[0]*a;
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a/=2.0;
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n += nvLS[1]*a;
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a/=2.0;
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n += nvLS[2]*a;
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a/=2.0;
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n += nvLS[3]*a;
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a=4.0;
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float na=n;
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na += nvL[0]*1.1;
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a*=1.2;
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na += nvL[1]*a;
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a*=1.2;
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na += nvL[2]*a;
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a*=1.2;
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na += nvL[3]*a;
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a=2.0;
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na += noisevec[0]*a*0.2;
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a*=1.2;
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na += noisevec[1]*a;
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a*=1.2;
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na += noisevec[2]*a;
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a*=1.2;
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na += noisevec[3]*a;
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vec4 c1;
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c1 = asin(vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0));
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vec3 Eye = normalize(-ecPosition.xyz);
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vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24))));
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vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9);
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vec3 bumped = max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0);
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vec4 ambientColor = gl_LightSource[0].ambient;
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vec4 light = ambientColor;
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c1 *= light;
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float bumpFact = (bumped.r+bumped.g+bumped.b);
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float ReflectedEye = max(dot(Reflected, Eye), 0.0);
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float eyeFact = pow(ReflectedEye, 20.0);
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c1 += 0.3 * gl_LightSource[0].diffuse * (1.0-eyeFact) * bumpFact*bumpFact;
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c1 += 0.4 * gl_LightSource[0].diffuse * eyeFact * 3*bumpFact;
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eyeFact = pow(eyeFact, 20.0);
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c1 += gl_LightSource[0].specular * eyeFact * 4*bumpFact;
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vec4 finalColor = c1;
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gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
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}
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15
Shaders/water-orig.vert
Normal file
15
Shaders/water-orig.vert
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@ -0,0 +1,15 @@
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec3 lightVec;
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void main(void)
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{
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rawpos = gl_Vertex;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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Normal = normalize(gl_Normal);
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lightVec = normalize(gl_LightSource[0].position.xyz/* - ecPosition*/);
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gl_Position = ftransform();
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}
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