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Revert "Add clustered shading support to most Effects and shaders"

This reverts commit b3237e207a.
This commit is contained in:
Fernando García Liñán 2020-12-22 17:21:34 +01:00
parent 0113e8c4ad
commit 7158dfdff3
57 changed files with 31 additions and 139 deletions

View file

@ -6,14 +6,6 @@
<use-shadow-pass>csm1</use-shadow-pass>
<use-shadow-pass>csm2</use-shadow-pass>
<use-shadow-pass>csm3</use-shadow-pass>
<clustered-shading>
<tile-size>128</tile-size>
<depth-slices>1</depth-slices>
<num-threads>1</num-threads>
<condition>
<property>/sim/rendering/clustered-shading/enabled</property>
</condition>
</clustered-shading>
<binding>
<buffer>sun-shadowmap-atlas</buffer>
<unit>10</unit>

View file

@ -252,7 +252,6 @@
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>grain_strength</name>

View file

@ -147,7 +147,6 @@
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>orthophotoTexCoord</name>
<index>14</index>

View file

@ -81,7 +81,6 @@
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>

View file

@ -97,7 +97,6 @@
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>intrinsic_wetness</name>

View file

@ -93,7 +93,6 @@
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/crop.frag</fragment-shader>
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>NoiseTex</name>

View file

@ -148,7 +148,6 @@
<fragment-shader n="4">Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader n="6">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="7">Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>

View file

@ -151,7 +151,6 @@
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>colorMode</name>
@ -434,8 +433,7 @@
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/default.frag</fragment-shader>
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
</program>
</program>
<!--<uniform>
<name>texture</name>
<type>sampler-2d</type>

View file

@ -166,7 +166,6 @@
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>

View file

@ -162,7 +162,6 @@
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>

View file

@ -140,7 +140,6 @@
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>orthophotoTexCoord</name>
<index>14</index>

View file

@ -162,7 +162,6 @@
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>

View file

@ -450,8 +450,7 @@ please see Docs/README.model-combined.eff for documentation
<fragment-shader n="4">Shaders/noise.frag</fragment-shader>
<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader n="6">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="7">Shaders/clustered-include.frag</fragment-shader>
</program>
</program>
<uniform>
<name>BaseTex</name>
@ -1520,8 +1519,7 @@ please see Docs/README.model-combined.eff for documentation
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
</program>
</program>
<uniform>
<name>BaseTex</name>
@ -2116,8 +2114,7 @@ please see Docs/README.model-combined.eff for documentation
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
</program>
</program>
<uniform>
<name>BaseTex</name>

View file

@ -137,7 +137,6 @@
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>

View file

@ -109,7 +109,6 @@
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>

View file

@ -148,7 +148,6 @@
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
@ -566,7 +565,6 @@
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>

View file

@ -457,8 +457,7 @@
<fragment-shader n="5">Shaders/noise.frag</fragment-shader>
<fragment-shader n="6">Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader n="7">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="8">Shaders/clustered-include.frag</fragment-shader>
</program>
</program>
<uniform>
<name>BaseTex</name>
@ -1551,7 +1550,6 @@
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>

View file

@ -315,7 +315,6 @@
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>

View file

@ -97,7 +97,6 @@
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>intrinsic_wetness</name>

View file

@ -213,7 +213,6 @@
<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader n="6">Shaders/lightspot-ALS.frag</fragment-shader>
<fragment-shader n="7">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="8">Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
@ -1047,8 +1046,7 @@
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/runway.frag</fragment-shader>
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
<attribute>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>

View file

@ -330,7 +330,6 @@
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>orthophotoTexCoord</name>
<index>14</index>
@ -983,7 +982,6 @@
<fragment-shader>Shaders/hazes.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>orthophotoTexCoord</name>
<index>14</index>
@ -1302,7 +1300,6 @@
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>orthophotoTexCoord</name>
<index>14</index>
@ -1564,7 +1561,6 @@
<fragment-shader>Shaders/default.frag</fragment-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>orthophotoTexCoord</name>
<index>14</index>

View file

@ -160,7 +160,6 @@
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
<attribute>
<name>orthophotoTexCoord</name>
<index>14</index>

View file

@ -251,7 +251,6 @@ parameters :
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/transition.frag</fragment-shader>
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
</program>
<uniform>

View file

@ -10,7 +10,7 @@ varying vec3 relPos;
varying vec2 rawPos;
varying vec3 worldPos;
varying vec3 ecViewdir;
varying vec4 ecPosition;
uniform sampler2D texture;
@ -93,7 +93,6 @@ vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
// a fade function for procedural scales which are smaller than a pixel
@ -454,7 +453,6 @@ if ((dist < 5000.0)&& (quality_level > 3) && (combined_wetness>0.0))
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor = get_hazeColor(lightArg);

View file

@ -9,7 +9,6 @@ varying vec3 relPos;
varying vec3 worldPos;
varying vec2 rawPos;
varying vec3 ecViewdir;
varying vec4 ecPosition;
varying vec2 orthoTexCoord;
@ -84,7 +83,6 @@ vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float detail_fade (in float scale, in float angle, in float dist)
@ -338,7 +336,6 @@ if (quality_level > 3)
color.rgb +=secondary_light * light_distance_fading(dist);
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
float lightArg = (terminator-yprime_alt)/100000.0;

View file

@ -22,7 +22,6 @@
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec4 ecPosition;
varying float yprime_alt;
varying float mie_angle;
@ -121,7 +120,7 @@ void main()
// this code is copied from default.vert
ecPosition = gl_ModelViewMatrix * gl_Vertex;
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
//gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
@ -288,7 +287,7 @@ else // the faster, full-day version without lightfields
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
gl_Position = gl_ModelViewProjectionMatrix * vertex;
setupShadows(ecPosition);
setupShadows(gl_ModelViewMatrix * vertex);
}

View file

@ -10,7 +10,7 @@ varying vec3 relPos;
varying vec2 rawPos;
varying vec3 worldPos;
varying vec3 ecViewdir;
varying vec4 ecPosition;
varying float steepness;
@ -84,7 +84,6 @@ vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
@ -428,7 +427,6 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor = get_hazeColor(lightArg);

View file

@ -25,7 +25,6 @@ vec3 fog_Func(vec3 color, int type);
//////////////////////
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
void main (void)
{
@ -72,7 +71,6 @@ void main (void)
c1 *= ambient_light;
vec4 finalColor = c1;
finalColor.rgb += getClusteredLightsContribution(ecPosition.xyz, VNormal, basecolor.rgb);
// if(gl_Fog.density == 1.0)
// fogFactor=1.0;

View file

@ -6,7 +6,6 @@
varying vec4 diffuse_term;
varying vec3 normal;
varying vec2 orthoTexCoord;
varying vec4 ecPosition;
uniform sampler2D texture;
uniform sampler2D orthophotoTexture;
@ -20,7 +19,6 @@ vec3 fog_Func(vec3 color, int type);
//////////////////////
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float luminance(vec3 color)
{
@ -69,7 +67,6 @@ void main()
}
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;

View file

@ -21,7 +21,6 @@ attribute vec2 orthophotoTexCoord;
varying vec4 diffuse_term;
varying vec3 normal;
varying vec2 orthoTexCoord;
varying vec4 ecPosition;
uniform int colorMode;
@ -36,7 +35,6 @@ void setupShadows(vec4 eyeSpacePos);
void main()
{
gl_Position = ftransform();
ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
orthoTexCoord = orthophotoTexCoord;
normal = gl_NormalMatrix * gl_Normal;
@ -66,5 +64,5 @@ void main()
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
//fogCoord = abs(ecPosition.z / ecPosition.w);
//fog_Func(fogType);
setupShadows(ecPosition);
setupShadows(gl_ModelViewMatrix * gl_Vertex);
}

View file

@ -8,7 +8,6 @@ varying vec3 normal;
varying vec3 relPos;
varying vec2 rawPos;
varying vec3 ecViewdir;
varying vec4 ecPosition;
uniform sampler2D texture;
@ -85,7 +84,6 @@ vec3 get_hazeColor(in float light_arg);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
void main()
@ -321,7 +319,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
color.rgb +=secondary_light * light_distance_fading(dist);
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
float lightArg = (terminator-yprime_alt)/100000.0;

View file

@ -24,7 +24,6 @@
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec4 ecPosition;
varying float yprime_alt;
varying float mie_angle;
@ -143,7 +142,7 @@ void main()
gl_Position = gl_ModelViewProjectionMatrix * pos;
//do the colour and fog
ecPosition = gl_ModelViewMatrix * gl_Vertex;
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;

View file

@ -23,7 +23,6 @@
varying vec4 diffuse_term;
varying vec3 normal;
//varying float fogCoord;
varying vec4 ecPosition;
uniform int colorMode;
uniform float osg_SimulationTime;
@ -108,7 +107,7 @@ void main()
gl_Position = gl_ModelViewProjectionMatrix * pos;
//do the colour and fog
ecPosition = gl_ModelViewMatrix * gl_Vertex;
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;

View file

@ -189,7 +189,6 @@ void main (void)
c1 *= ambient_light;
vec4 finalColor = c1;
finalColor.rgb += getClusteredLightsContribution(ecPosition.xyz, VNormal, basecolor.rgb);
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
gl_FragColor = finalColor;

View file

@ -25,7 +25,6 @@ varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec2 orthoTexCoord;
varying vec4 ecPosition;
varying float yprime_alt;
varying float mie_angle;
@ -78,7 +77,7 @@ void main()
// this code is copied from default.vert
ecPosition = gl_ModelViewMatrix * gl_Vertex;
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
orthoTexCoord = orthophotoTexCoord;
@ -245,7 +244,7 @@ else // the faster, full-day version without lightfields
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
setupShadows(ecPosition);
setupShadows(gl_ModelViewMatrix * gl_Vertex);
}

View file

@ -6,7 +6,7 @@
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec4 ecPosition;
uniform sampler2D texture;
@ -57,7 +57,6 @@ vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float luminance(vec3 color)
{
@ -148,7 +147,6 @@ void main()
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
float lightArg = (terminator-yprime_alt)/100000.0;

View file

@ -120,7 +120,6 @@ vec3 moonlight_perception (in vec3 light) ;
vec3 addLights(in vec3 color1, in vec3 color2);
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
@ -506,8 +505,6 @@ void main (void)
fragColor += Specular * nmap.a;
fragColor.rgb += getClusteredLightsContribution(vertVec, N, texel.rgb);
//////////////////////////////////////////////////////////////////////
// BEGIN lightmap
//////////////////////////////////////////////////////////////////////

View file

@ -247,5 +247,5 @@ void main(void)
//gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
setupShadows(ecPosition);
setupShadows(gl_ModelViewMatrix * vertex);
}

View file

@ -6,7 +6,6 @@
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec4 ecPosition;
uniform sampler2D texture;
@ -64,7 +63,6 @@ vec3 flashlight(in vec3 color, in float radius);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float luminance(vec3 color)
{
@ -175,7 +173,6 @@ void main()
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
// implicit lightmap - the user gets to select

View file

@ -22,7 +22,6 @@
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec4 ecPosition;
varying float yprime_alt;
varying float mie_angle;
@ -77,7 +76,7 @@ void main()
// this code is copied from default.vert
ecPosition = gl_ModelViewMatrix * gl_Vertex;
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
@ -244,6 +243,6 @@ else // the faster, full-day version without lightfields
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
if (shadow_mapping_enabled) {
setupShadows(ecPosition);
setupShadows(gl_ModelViewMatrix * gl_Vertex);
}
}

View file

@ -7,7 +7,6 @@ varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec3 rawpos;
varying vec4 ecPosition;
uniform sampler2D texture;
@ -80,7 +79,6 @@ vec3 flashlight(in vec3 color, in float radius);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float luminance(vec3 color)
{
@ -207,8 +205,6 @@ void main()
fragColor = color * texel;
fragColor.rgb += specular.rgb;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
// implicit lightmap - the user gets to select a color which is then made emissive
if (implicit_lightmap_enabled == 1)

View file

@ -23,7 +23,6 @@ varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec3 rawpos;
varying vec4 ecPosition;
varying float yprime_alt;
varying float mie_angle;
@ -87,7 +86,7 @@ void main()
// this code is copied from default.vert
ecPosition = gl_ModelViewMatrix * gl_Vertex;
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
@ -302,7 +301,7 @@ else // the faster, full-day version without lightfields
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
if (shadow_mapping_enabled) {
setupShadows(ecPosition);
setupShadows(gl_ModelViewMatrix * gl_Vertex);
}
}

View file

@ -6,7 +6,6 @@
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec4 ecPosition;
uniform sampler2D texture;
@ -86,7 +85,6 @@ vec3 flashlight(in vec3 color, in float radius);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float luminance(vec3 color)
{
@ -310,7 +308,6 @@ void main()
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
// explicit lightmap

View file

@ -114,7 +114,6 @@ vec3 filter_combined (in vec3 color) ;
vec3 addLights(in vec3 color1, in vec3 color2);
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
@ -626,7 +625,7 @@ void main (void)
fragColor += Specular * nmap.a;
fragColor.rgb += getClusteredLightsContribution(vertVec, N, texel.rgb);
//////////////////////////////////////////////////////////////////////
// BEGIN procedural lightmap

View file

@ -9,7 +9,7 @@ varying vec3 relPos;
varying vec2 rawPos;
varying vec3 worldPos;
varying vec3 ecViewdir;
varying vec4 ecPosition;
varying float steepness;
@ -85,7 +85,6 @@ vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
{
@ -487,7 +486,6 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor = get_hazeColor(lightArg);

View file

@ -9,7 +9,6 @@ varying vec3 relPos;
varying vec2 rawPos;
varying vec3 worldPos;
varying vec3 ecViewdir;
varying vec4 ecPosition;
uniform sampler2D texture;
@ -75,7 +74,6 @@ vec3 get_hazeColor(in float light_arg);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
void main()
@ -345,7 +343,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
color.rgb +=secondary_light * light_distance_fading(dist) + lightspot(relPos);
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb + (2.0 * N.r + 0.1 * (noise_01m-0.5))* (1.0 - water_factor)) ;
float lightArg = (terminator-yprime_alt)/100000.0;

View file

@ -10,7 +10,6 @@ varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 vViewVec;
varying vec3 reflVec;
varying vec3 vertVec;
varying vec4 Diffuse;
varying float alpha;
@ -40,7 +39,6 @@ vec3 fog_Func(vec3 color, int type);
//////////////////////
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
void main (void)
{
@ -132,8 +130,6 @@ void main (void)
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb * (1.0 - refl_correction * (1.0 - 0.8 * lightness)) * nFactor, color.a);
fragColor += Specular * nmap.a * nFactor;
fragColor.rgb += getClusteredLightsContribution(vertVec, N, texel.rgb);
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}

View file

@ -11,7 +11,6 @@ varying vec3 VBinormal;
varying vec3 Normal;
varying vec3 vViewVec;
varying vec3 reflVec;
varying vec3 vertVec;
varying vec4 Diffuse;
varying float alpha;
@ -57,7 +56,7 @@ void main(void)
alpha = gl_Color.a;
// Vertex in eye coordinates
vertVec = ecPosition.xyz;
vec3 vertVec = ecPosition.xyz;
vViewVec.x = dot(t, vertVec);
vViewVec.y = dot(b, vertVec);

View file

@ -15,7 +15,6 @@ uniform sampler2D orthophotoTexture;
varying float yprime_alt;
varying float mie_angle;
varying vec2 orthoTexCoord;
varying vec4 ecPosition;
uniform float visibility;
@ -41,7 +40,6 @@ vec3 get_hazeColor(in float light_arg);
vec3 filter_combined (in vec3 color);
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
float luminance(vec3 color)
{
@ -101,7 +99,6 @@ void main()
}
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);

View file

@ -9,7 +9,7 @@ varying vec3 relPos;
varying vec2 rawPos;
varying vec3 worldPos;
varying vec2 orthoTexCoord;
varying vec4 eyePos;
uniform sampler2D texture;
@ -61,7 +61,6 @@ vec3 get_hazeColor(in float light_arg);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
void main()
@ -339,7 +338,6 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, texel.rgb);
// here comes the terrain haze model

View file

@ -27,7 +27,6 @@ varying vec3 relPos;
varying vec2 rawPos;
varying vec3 worldPos;
varying vec2 orthoTexCoord;
varying vec4 eyePos;
varying float mie_angle;
@ -89,7 +88,7 @@ void main()
float scattering;
rawPos = gl_Vertex.xy;
eyePos = gl_ModelViewMatrix * gl_Vertex;
vec4 eyePos = gl_ModelViewMatrix * gl_Vertex;
worldPos = (osg_ViewMatrixInverse * eyePos).xyz;
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));

View file

@ -11,7 +11,6 @@ varying vec3 worldPos;
varying vec3 ecViewdir;
varying vec2 grad_dir;
varying vec2 orthoTexCoord;
varying vec4 ecPosition;
uniform sampler2D texture;
@ -94,7 +93,6 @@ vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
// a fade function for procedural scales which are smaller than a pixel
@ -499,8 +497,6 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
fragColor = color * texel + specular;
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor = get_hazeColor(lightArg);

View file

@ -29,7 +29,6 @@ varying vec3 worldPos;
varying vec3 ecViewdir;
varying vec2 grad_dir;
varying vec2 orthoTexCoord;
varying vec4 ecPosition;
varying float mie_angle;
varying float steepness;
@ -111,7 +110,7 @@ void main()
// this code is copied from default.vert
ecPosition = gl_ModelViewMatrix * gl_Vertex;
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
//gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
orthoTexCoord = orthophotoTexCoord;
@ -297,7 +296,7 @@ if (use_IR_vision)
gl_FrontColor.a = mie_angle;
gl_BackColor.a = mie_angle;
setupShadows(ecPosition);
setupShadows(gl_ModelViewMatrix * gl_Vertex);
}

View file

@ -9,7 +9,6 @@ varying float RawPosZ;
varying vec3 WorldPos;
varying vec3 normal;
varying vec3 Vnormal;
varying vec4 eyePos;
uniform float SnowLevel;
uniform float Transitions;
@ -36,7 +35,6 @@ vec3 fog_Func(vec3 color, int type);
//////////////////////
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
void main()
{
@ -161,7 +159,6 @@ void main()
}
vec4 fragColor = diffuseColor * texel + specular;
fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, texel.rgb);
if(cover >= 2.5){
fragColor.rgb = fragColor.rgb * 1.2;

View file

@ -9,7 +9,6 @@
varying float RawPosZ;
varying vec3 WorldPos;
varying vec4 eyePos;
varying vec3 normal;
varying vec3 Vnormal;
@ -20,7 +19,7 @@ void setupShadows(vec4 eyeSpacePos);
void main()
{
RawPosZ = gl_Vertex.z;
eyePos = gl_ModelViewMatrix * gl_Vertex;
vec4 eyePos = gl_ModelViewMatrix * gl_Vertex;
WorldPos = (osg_ViewMatrixInverse * eyePos).xyz;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;

View file

@ -66,7 +66,6 @@ vec3 fog_Func(vec3 color, int type);
////////////////////////////////////
float getShadowing();
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
//////rotation matrices/////////////////////////////////////////////////////////
@ -263,8 +262,6 @@ void main (void)
fragColor += Specular * nmap.a;
fragColor.rgb += getClusteredLightsContribution(eyeVec, N, texel.rgb);
//////////////////////////////////////////////////////////////////////
// BEGIN lightmap
//////////////////////////////////////////////////////////////////////

View file

@ -58,9 +58,6 @@ Started September 2000 by David Megginson, david@megginson.com
<enabled type="bool" userarchive="y">false</enabled>
<sun-atlas-size type="int" userarchive="y">2048</sun-atlas-size>
</shadows>
<clustered-shading>
<enabled type="bool" userarchive="y">false</enabled>
</clustered-shading>
<photoscenery>
<enabled type="bool" userarchive="y">false</enabled>
</photoscenery>