1
0
Fork 0

Use quality level inside urban fragment shader

This commit is contained in:
fredb 2010-04-10 14:35:02 +00:00
parent 04989069d4
commit 714c500fa9
2 changed files with 22 additions and 13 deletions

View file

@ -5,6 +5,7 @@
<parameters>
<depth-factor type="float">0.008</depth-factor>
<night-color type="vec3d">0.75 0.59 0.05</night-color>
<quality-level><use>/sim/rendering/quality-level</use></quality-level>
</parameters>
<generate>
<normal type="int">15</normal>
@ -111,6 +112,11 @@
<type>float-vec3</type>
<value><use>night-color</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value><use>quality-level</use></value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -17,15 +17,13 @@ uniform sampler2D BaseTex;
uniform sampler2D NormalTex;
uniform float depth_factor;
uniform float tile_size;
uniform float quality_level;
uniform vec3 night_color;
const float zFar = 120000.0;
const float zNear = 100.0;
int linear_search_steps = 10;
float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
{
const int linear_search_steps = 10;
float size = 1.0 / float(linear_search_steps);
float depth = 0.0;
float best_depth = 1.0;
@ -59,6 +57,9 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
void main (void)
{
if ( quality_level >= 3.5 ) {
linear_search_steps = 20;
}
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
vec3 V = normalize(ecPos3);
vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, -V));
@ -77,17 +78,19 @@ void main (void)
vec3 l = gl_LightSource[0].position.xyz;
vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
float shadow_factor = 1.0;
/*
// Shadow
dp += ds * d;
vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
ds = sl.xy * depth_factor / sl.z;
dp -= ds * d;
float dl = ray_intersect(NormalTex, dp, ds);
if ( dl < d - 0.05 )
shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
if ( quality_level >= 3.0 ) {
dp += ds * d;
vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
ds = sl.xy * depth_factor / sl.z;
dp -= ds * d;
float dl = ray_intersect(NormalTex, dp, ds);
if ( dl < d - 0.05 )
shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
}
// end shadow
*/
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11;
if ( shadow_factor < 1.0 )