ALS: Add display effect - dust overlay texture provided under GPL 2+ by Martin Litzenberger
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3 changed files with 1080 additions and 0 deletions
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Aircraft/Generic/Effects/dust-effect-overlay.png
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Aircraft/Generic/Effects/dust-effect-overlay.png
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Effects/model-interior-display.eff
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Effects/model-interior-display.eff
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@ -0,0 +1,717 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/model-interior-display</name>
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<inherits-from>Effects/model-interior</inherits-from>
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<parameters>
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<texture n="5">
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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<image>Aircraft/Generic/Effects/dust-effect-overlay.png</image>
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</texture>
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<sample-res>0.0007</sample-res>
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<dirt-factor>3.0</dirt-factor>
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<contrast>1.0</contrast>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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<name>offset_vec</name>
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<type>float-vec3</type>
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<name>scale_vec</name>
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<type>float-vec3</type>
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<name>angle</name>
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<type>float</type>
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<name>tag_color</name>
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<type>float-vec3</type>
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<value><use>implicit-lightmap-tag-color</use></value>
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<name>emit_color</name>
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<type>float-vec3</type>
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<name>light_filter_one</name>
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<type>float-vec3</type>
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<value><use>light-filter-one</use></value>
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<name>light_filter_two</name>
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<type>float-vec3</type>
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<value><use>light-filter-two</use></value>
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<uniform>
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<name>light_radius</name>
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<type>float</type>
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<value><use>light-radius</use></value>
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<name>threshold_low</name>
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<type>float</type>
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<name>threshold_high</name>
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<type>float</type>
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<name>emit_intensity</name>
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<type>float</type>
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<value><use>implicit-lightmap-intensity</use></value>
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<uniform>
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<name>view_pitch_offset</name>
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<type>float</type>
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<value><use>view_pitch_offset</use></value>
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<uniform>
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<name>view_heading_offset</name>
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<type>float</type>
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<value><use>view_heading_offset</use></value>
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<name>field_of_view</name>
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<type>float</type>
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<value><use>view_fov</use></value>
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||||
<uniform>
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||||
<name>display_xsize</name>
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||||
<type>int</type>
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||||
<value><use>display_xsize</use></value>
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<uniform>
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<name>display_ysize</name>
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||||
<type>int</type>
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<value><use>display_ysize</use></value>
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<uniform>
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<name>lightmap_r_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[0]</use></value>
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<uniform>
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<name>lightmap_r_color</name>
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<type>float-vec3</type>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<uniform>
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||||
<name>dirt_factor</name>
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||||
<type>float</type>
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||||
<value><use>dirt-factor</use></value>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<!-- filtering -->
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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|
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||||
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||||
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||||
<uniform>
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||||
<name>use_night_vision</name>
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||||
<type>bool</type>
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||||
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|
||||
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||||
<uniform>
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||||
<name>use_IR_vision</name>
|
||||
<type>bool</type>
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
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|
||||
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|
||||
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||||
<name>lightmap_texture</name>
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
<type>sampler-cube</type>
|
||||
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|
||||
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|
||||
<uniform>
|
||||
<name>dust_texture</name>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<type>sampler-2d</type>
|
||||
<value type="int">7</value>
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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<type>int</type>
|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<uniform>
|
||||
<name>use_flashlight</name>
|
||||
<type>int</type>
|
||||
<value><use>use-flashlight</use></value>
|
||||
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|
||||
<uniform>
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||||
<name>lightmap_enabled</name>
|
||||
<type>int</type>
|
||||
<value><use>lightmap-enabled</use></value>
|
||||
</uniform>
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||||
<uniform>
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||||
<name>lightmap_multi</name>
|
||||
<type>int</type>
|
||||
<value><use>lightmap-multi</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>irradiance_map_type</name>
|
||||
<type>int</type>
|
||||
<value><use>irradiance-map-type</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ra_irradiance_map_type</name>
|
||||
<type>int</type>
|
||||
<value><use>ra-irradiance-map-type</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>grain_texture_enabled</name>
|
||||
<type>int</type>
|
||||
<value><use>grain-texture-enabled</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
|
||||
<!-- <technique n="4">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shaders/skydome</property>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<active><use>material/active</use></active>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
<emissive><use>material/emissive</use></emissive>
|
||||
<shininess><use>material/shininess</use></shininess>
|
||||
<color-mode><use>material/color-mode</use></color-mode>
|
||||
</material>
|
||||
<blend>
|
||||
<active><use>blend/active</use></active>
|
||||
<source><use>blend/source</use></source>
|
||||
<destination><use>blend/destination</use></destination>
|
||||
</blend>
|
||||
<shade-model><use>shade-model</use></shade-model>
|
||||
<cull-face><use>cull-face</use></cull-face>
|
||||
<rendering-hint><use>rendering-hint</use></rendering-hint>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type><use>texture[0]/type</use></type>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>4</unit>
|
||||
<type><use>texture[4]/type</use></type>
|
||||
<images><use>texture[4]/images</use></images>
|
||||
</texture-unit>
|
||||
<vertex-program-two-side>
|
||||
<use>vertex-program-two-side</use>
|
||||
</vertex-program-two-side>
|
||||
<program>
|
||||
<vertex-shader>Shaders/generic-ALS-base.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/model-interior-ALS-base.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/hazes.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/noise.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>visibility</name>
|
||||
<type>float</type>
|
||||
<value><use>visibility</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>avisibility</name>
|
||||
<type>float</type>
|
||||
<value><use>avisibility</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>hazeLayerAltitude</name>
|
||||
<type>float</type>
|
||||
<value><use>lthickness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>scattering</name>
|
||||
<type>float</type>
|
||||
<value><use>scattering</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value><use>terminator</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ground_scattering</name>
|
||||
<type>float</type>
|
||||
<value><use>ground_scattering</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value><use>terminator</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terrain_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>terrain_alt</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>overcast</name>
|
||||
<type>float</type>
|
||||
<value><use>overcast</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>eye_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>eye_alt</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloud_self_shading</name>
|
||||
<type>float</type>
|
||||
<value><use>cloud_self_shading</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>moonlight</name>
|
||||
<type>float</type>
|
||||
<value><use>moonlight</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>offset_vec</name>
|
||||
<type>float-vec3</type>
|
||||
<value><use>opacity-cube-center</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>scale_vec</name>
|
||||
<type>float-vec3</type>
|
||||
<value><use>opacity-cube-scale</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>angle</name>
|
||||
<type>float</type>
|
||||
<value><use>opacity-cube-angle</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>tag_color</name>
|
||||
<type>float-vec3</type>
|
||||
<value><use>implicit-lightmap-tag-color</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>emit_color</name>
|
||||
<type>float-vec3</type>
|
||||
<value><use>implicit-lightmap-emit-color</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>light_filter_one</name>
|
||||
<type>float-vec3</type>
|
||||
<value><use>light-filter-one</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>light_filter_two</name>
|
||||
<type>float-vec3</type>
|
||||
<value><use>light-filter-two</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>light_radius</name>
|
||||
<type>float</type>
|
||||
<value><use>light-radius</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>threshold_low</name>
|
||||
<type>float</type>
|
||||
<value><use>implicit-lightmap-threshold-low</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>threshold_high</name>
|
||||
<type>float</type>
|
||||
<value><use>implicit-lightmap-threshold-high</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>emit_intensity</name>
|
||||
<type>float</type>
|
||||
<value><use>implicit-lightmap-intensity</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>view_pitch_offset</name>
|
||||
<type>float</type>
|
||||
<value><use>view_pitch_offset</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>view_heading_offset</name>
|
||||
<type>float</type>
|
||||
<value><use>view_heading_offset</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>field_of_view</name>
|
||||
<type>float</type>
|
||||
<value><use>view_fov</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>display_xsize</name>
|
||||
<type>int</type>
|
||||
<value><use>display_xsize</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>display_ysize</name>
|
||||
<type>int</type>
|
||||
<value><use>display_ysize</use></value>
|
||||
</uniform> -->
|
||||
<!-- filtering -->
|
||||
<!--<uniform>
|
||||
<name>gamma</name>
|
||||
<type>float</type>
|
||||
<value><use>gamma</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>brightness</name>
|
||||
<type>float</type>
|
||||
<value><use>brightness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>use_filtering</name>
|
||||
<type>bool</type>
|
||||
<value><use>use_filtering</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>use_night_vision</name>
|
||||
<type>bool</type>
|
||||
<value><use>use_night_vision</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>use_IR_vision</name>
|
||||
<type>bool</type>
|
||||
<value><use>use_IR_vision</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>delta_T</name>
|
||||
<type>float</type>
|
||||
<value><use>delta_T</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cube_texture</name>
|
||||
<type>sampler-cube</type>
|
||||
<value type="int">4</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorMode</name>
|
||||
<type>int</type>
|
||||
<value><use>material/color-mode-uniform</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>quality_level</name>
|
||||
<type>int</type>
|
||||
<value><use>quality_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>tquality_level</name>
|
||||
<type>int</type>
|
||||
<value><use>tquality_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>implicit_lightmap_enabled</name>
|
||||
<type>int</type>
|
||||
<value><use>implicit-lightmap-enabled</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>use_flashlight</name>
|
||||
<type>int</type>
|
||||
<value><use>use-flashlight</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>-->
|
||||
|
||||
</PropertyList>
|
363
Shaders/model-interior-display-ALS.frag
Normal file
363
Shaders/model-interior-display-ALS.frag
Normal file
|
@ -0,0 +1,363 @@
|
|||
// -*-C++-*-
|
||||
#version 120
|
||||
|
||||
// written by Thorsten Renk, Oct 2017
|
||||
|
||||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D dust_texture;
|
||||
uniform sampler2D lightmap_texture;
|
||||
uniform sampler2D grain_texture;
|
||||
uniform samplerCube cube_texture;
|
||||
|
||||
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
||||
|
||||
uniform float visibility;
|
||||
uniform float avisibility;
|
||||
uniform float scattering;
|
||||
uniform float terminator;
|
||||
uniform float terrain_alt;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float overcast;
|
||||
uniform float eye_alt;
|
||||
uniform float cloud_self_shading;
|
||||
uniform float angle;
|
||||
uniform float threshold_low;
|
||||
uniform float threshold_high;
|
||||
uniform float emit_intensity;
|
||||
uniform float light_radius;
|
||||
uniform float dirt_factor;
|
||||
uniform float lightmap_r_factor;
|
||||
uniform float lightmap_g_factor;
|
||||
uniform float lightmap_b_factor;
|
||||
uniform float lightmap_a_factor;
|
||||
uniform float grain_magnification;
|
||||
uniform float sample_res;
|
||||
|
||||
|
||||
uniform float contrast;
|
||||
|
||||
uniform vec3 offset_vec;
|
||||
uniform vec3 scale_vec;
|
||||
uniform vec3 tag_color;
|
||||
uniform vec3 emit_color;
|
||||
uniform vec3 light_filter_one;
|
||||
uniform vec3 light_filter_two;
|
||||
uniform vec3 lightmap_r_color;
|
||||
uniform vec3 lightmap_g_color;
|
||||
uniform vec3 lightmap_b_color;
|
||||
uniform vec3 lightmap_a_color;
|
||||
|
||||
|
||||
uniform int quality_level;
|
||||
uniform int tquality_level;
|
||||
uniform int use_searchlight;
|
||||
uniform int implicit_lightmap_enabled;
|
||||
uniform int use_flashlight;
|
||||
uniform int lightmap_enabled;
|
||||
uniform int lightmap_multi;
|
||||
uniform int grain_texture_enabled;
|
||||
|
||||
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
float alt;
|
||||
float eShade;
|
||||
|
||||
|
||||
float fog_func (in float targ, in float alt);
|
||||
float alt_factor(in float eye_alt, in float vertex_alt);
|
||||
float light_distance_fading(in float dist);
|
||||
float fog_backscatter(in float avisibility);
|
||||
|
||||
vec3 addLights(in vec3 color1, in vec3 color2);
|
||||
vec3 flashlight(in vec3 color, in float radius);
|
||||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
return dot(vec3(0.212671, 0.715160, 0.072169), color);
|
||||
}
|
||||
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
x = x - 0.5;
|
||||
|
||||
// use the asymptotics to shorten computations
|
||||
if (x > 30.0) {return e;}
|
||||
if (x < -15.0) {return 0.0;}
|
||||
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
}
|
||||
|
||||
// bloom effect on the display texture
|
||||
|
||||
|
||||
vec4 find_max (in vec4 texel1, in vec4 texel2, in vec4 texel3, in vec4 texel4)
|
||||
{
|
||||
|
||||
float r = max(texel1.r, texel2.r);
|
||||
r = max(r, texel3.r);
|
||||
r = max(r, texel4.r);
|
||||
|
||||
float g = max(texel1.g, texel2.g);
|
||||
g = max(g, texel3.g);
|
||||
g = max(g, texel4.g);
|
||||
|
||||
float b = max(texel1.b, texel2.b);
|
||||
b = max(b, texel3.b);
|
||||
b = max(b, texel4.b);
|
||||
|
||||
float a = max(texel1.a, texel2.a);
|
||||
a = max(a, texel3.a);
|
||||
a = max(a, texel4.a);
|
||||
|
||||
//float a = (texel1.a + texel2.a + texel3.a + texel4.a)/4.0;
|
||||
|
||||
return vec4 (r,g,b,a);
|
||||
}
|
||||
|
||||
vec4 get_blurred_texel (in vec4 direct_light)
|
||||
{
|
||||
|
||||
|
||||
|
||||
float fade0 = smoothstep(0.5, 1.0,contrast);
|
||||
float fade1 = 0.25 * contrast * contrast;
|
||||
float fade2 = 0.25 * contrast * contrast;
|
||||
|
||||
//fade0 = 1.0;
|
||||
//fade1 = 1.0;
|
||||
//fade2 = 1.0;
|
||||
|
||||
float desaturation_brightness = 1.0;
|
||||
|
||||
float sample_far = 2.0;
|
||||
float curr_sample_res = sample_res * contrast;
|
||||
|
||||
vec4 texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
|
||||
vec4 texel1 = texture2D(texture, vec2 (gl_TexCoord[0].s + curr_sample_res, gl_TexCoord[0].t));
|
||||
vec4 texel2 = texture2D(texture, vec2 (gl_TexCoord[0].s - curr_sample_res, gl_TexCoord[0].t));
|
||||
vec4 texel3 = texture2D(texture, vec2 (gl_TexCoord[0].s, gl_TexCoord[0].t + curr_sample_res));
|
||||
vec4 texel4 = texture2D(texture, vec2 (gl_TexCoord[0].s, gl_TexCoord[0].t - curr_sample_res));
|
||||
|
||||
vec4 sample_texel = find_max (texel1, texel2, texel3, texel4);
|
||||
|
||||
texel.rgb += fade0 * sample_texel.rgb;
|
||||
|
||||
|
||||
texel1 = texture2D(texture, vec2 (gl_TexCoord[0].s + sample_far * curr_sample_res, gl_TexCoord[0].t+ sample_far * curr_sample_res));
|
||||
texel2 = texture2D(texture, vec2 (gl_TexCoord[0].s - sample_far * curr_sample_res, gl_TexCoord[0].t+ sample_far * curr_sample_res));
|
||||
texel3 = texture2D(texture, vec2 (gl_TexCoord[0].s + sample_far * curr_sample_res, gl_TexCoord[0].t- sample_far * curr_sample_res));
|
||||
texel4 = texture2D(texture, vec2 (gl_TexCoord[0].s - sample_far * curr_sample_res, gl_TexCoord[0].t- sample_far * curr_sample_res));
|
||||
|
||||
sample_texel = find_max (texel1, texel2, texel3, texel4);
|
||||
|
||||
texel.rgb += fade1 * sample_texel.rgb;
|
||||
|
||||
|
||||
|
||||
texel1 = texture2D(texture, vec2 (gl_TexCoord[0].s + 2.0 * sample_far * curr_sample_res, gl_TexCoord[0].t - curr_sample_res));
|
||||
texel2 = texture2D(texture, vec2 (gl_TexCoord[0].s - 2.0 * sample_far * curr_sample_res, gl_TexCoord[0].t + curr_sample_res));
|
||||
texel3 = texture2D(texture, vec2 (gl_TexCoord[0].s - curr_sample_res, gl_TexCoord[0].t + 2.0 * sample_far * curr_sample_res));
|
||||
texel4 = texture2D(texture, vec2 (gl_TexCoord[0].s + curr_sample_res, gl_TexCoord[0].t - 2.0 * sample_far * curr_sample_res));
|
||||
|
||||
sample_texel = find_max (texel1, texel2, texel3, texel4);
|
||||
|
||||
texel.rgb += fade2 * sample_texel.rgb;
|
||||
|
||||
|
||||
texel1 = texture2D(texture, vec2 (gl_TexCoord[0].s + 2.5 * sample_far * curr_sample_res, gl_TexCoord[0].t + 2.5 * sample_far * curr_sample_res));
|
||||
texel2 = texture2D(texture, vec2 (gl_TexCoord[0].s - 2.5 * sample_far * curr_sample_res, gl_TexCoord[0].t + 2.5 * sample_far * curr_sample_res));
|
||||
texel3 = texture2D(texture, vec2 (gl_TexCoord[0].s + 2.5 * sample_far * curr_sample_res, gl_TexCoord[0].t - 2.5 * sample_far * curr_sample_res));
|
||||
texel4 = texture2D(texture, vec2 (gl_TexCoord[0].s - 2.5 * sample_far * curr_sample_res, gl_TexCoord[0].t - 2.5 * sample_far * curr_sample_res));
|
||||
|
||||
sample_texel = find_max (texel1, texel2, texel3, texel4);
|
||||
|
||||
texel.rgb += fade2 * sample_texel.rgb;
|
||||
|
||||
|
||||
|
||||
texel.rgb/= (1.0 + 1.0 * fade0 + 1.0 * fade1 + 2.0 * fade2);
|
||||
texel.a = smoothstep(0.0, 0.1, length(texel.rgb));
|
||||
|
||||
texel.a *= (1.0 - 0.9 * smoothstep(0.0, 1.0, length(direct_light.rgb)/1.73 * 4.0 *( 0.5 - contrast)) );
|
||||
|
||||
float threshold_high = max(desaturation_brightness, 0.05) * 1.0;
|
||||
float threshold_mid = max(desaturation_brightness, 0.05) * 0.6;
|
||||
|
||||
float pixel_brightness = max(texel.r, texel.g);
|
||||
pixel_brightness = max(pixel_brightness, texel.b);
|
||||
pixel_brightness *= contrast;
|
||||
|
||||
|
||||
texel.rgb = mix(texel.rgb, vec3 (1.0, 1.0, 1.0), 0.9 * smoothstep(threshold_mid, threshold_high, pixel_brightness));
|
||||
|
||||
|
||||
return texel;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
vec4 color = gl_Color;
|
||||
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||||
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
||||
vec4 texel;
|
||||
vec4 fragColor;
|
||||
vec4 specular = vec4(0.0);
|
||||
float intensity;
|
||||
|
||||
float effective_scattering = min(scattering, cloud_self_shading);
|
||||
|
||||
eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
|
||||
vec4 light_specular = gl_LightSource[0].specular * (eShade - 0.1);
|
||||
|
||||
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
||||
n = (2.0 * gl_Color.a - 1.0) * normal;
|
||||
n = normalize(n);
|
||||
|
||||
// lookup on the opacity map
|
||||
vec3 light_vec = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz);
|
||||
//vec3 light_vec = vec3 (-1.0,0.0,0.0);
|
||||
|
||||
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
|
||||
vec3 scaled_pos = relPos + ep.xyz;
|
||||
|
||||
//vec3 lookup_vec = normalize(- normalize(light_vec) + relPos);
|
||||
scaled_pos -= offset_vec;
|
||||
float rangle = radians(angle);
|
||||
mat2 rotMat = mat2 (cos(rangle), -sin(rangle), sin(rangle), cos(rangle));
|
||||
scaled_pos.xy *=rotMat;
|
||||
|
||||
scaled_pos /= scale_vec;
|
||||
|
||||
//vec3 lookup_pos = dot(base1,scaled_pos) * base1 + dot(base2,scaled_pos) * base2;
|
||||
vec3 lookup_pos = scaled_pos - light_vec * dot(light_vec, scaled_pos);
|
||||
|
||||
vec3 lookup_vec = normalize(normalize(light_vec) + lookup_pos);
|
||||
vec4 opacity = textureCube(cube_texture, lookup_vec);
|
||||
|
||||
|
||||
vec4 diffuse = diffuse_term;
|
||||
NdotL = dot(n, lightDir);
|
||||
//NdotL = dot(n, (gl_ModelViewMatrix * vec4 (light_vec,0.0)).xyz);
|
||||
if (NdotL > 0.0) {
|
||||
|
||||
diffuse.rgb += 2.0 * diffuse.rgb * (1.0 - opacity.a);
|
||||
color += diffuse * NdotL * opacity;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
if (gl_FrontMaterial.shininess > 0.0)
|
||||
specular.rgb = (gl_FrontMaterial.specular.rgb
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess));
|
||||
}
|
||||
color.a = diffuse.a;
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
// saturated. Clamping the color before modulating by the texture
|
||||
// is closer to what the OpenGL fixed function pipeline does.
|
||||
//color = clamp(color, 0.0, 1.0);
|
||||
|
||||
vec3 secondary_light = vec3 (0.0,0.0,0.0);
|
||||
|
||||
if (use_flashlight == 1)
|
||||
{
|
||||
secondary_light.rgb += flashlight(light_filter_one, light_radius);
|
||||
}
|
||||
if (use_flashlight == 2)
|
||||
{
|
||||
secondary_light.rgb += flashlight(light_filter_two, light_radius);
|
||||
}
|
||||
float dist = length(relPos);
|
||||
color.rgb += secondary_light * light_distance_fading(dist);
|
||||
|
||||
//texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
|
||||
texel = get_blurred_texel(diffuse * max(0.0, NdotL) * opacity);
|
||||
|
||||
if (grain_texture_enabled ==1)
|
||||
{
|
||||
vec4 grainTexel = texture2D(grain_texture, gl_TexCoord[0].st * grain_magnification);
|
||||
texel.rgb = mix(texel.rgb, grainTexel.rgb, grainTexel.a );
|
||||
}
|
||||
|
||||
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
// explicit lightmap
|
||||
|
||||
vec3 lightmapcolor = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
|
||||
if (lightmap_enabled == 1)
|
||||
{
|
||||
vec4 lightmapTexel = texture2D(lightmap_texture, gl_TexCoord[0].st);
|
||||
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor);
|
||||
lightmapFactor = lightmapFactor * lightmapTexel;
|
||||
|
||||
|
||||
|
||||
if (lightmap_multi > 0 )
|
||||
{
|
||||
|
||||
|
||||
lightmapcolor = lightmap_r_color * lightmapFactor.r;
|
||||
lightmapcolor = addLights(lightmapcolor, lightmap_g_color * lightmapFactor.g);
|
||||
lightmapcolor = addLights(lightmapcolor, lightmap_b_color * lightmapFactor.b);
|
||||
lightmapcolor = addLights(lightmapcolor, lightmap_a_color * lightmapFactor.a);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
|
||||
}
|
||||
|
||||
|
||||
// implicit lightmap - the user gets to select a color which is then made emissive
|
||||
|
||||
if (implicit_lightmap_enabled == 1)
|
||||
{
|
||||
float cdiff = (length(texel.rgb - tag_color));
|
||||
float enhance = 1.0 - smoothstep(threshold_low, threshold_high, cdiff);
|
||||
enhance *= (1.0 - length(lightmapcolor.rgb)/1.73);
|
||||
fragColor.rgb = fragColor.rgb + enhance * emit_color * emit_intensity;
|
||||
}
|
||||
|
||||
|
||||
fragColor.rgb = max(fragColor.rgb, lightmapcolor.rgb * gl_FrontMaterial.diffuse.rgb * smoothstep(0.0, 1.0, texel.rgb*.5 + lightmapcolor.rgb*.5));
|
||||
}
|
||||
|
||||
// add visible dust for glancing sun angle
|
||||
|
||||
vec4 dustTexel = texture2D(dust_texture, gl_TexCoord[0].st);
|
||||
dustTexel.rgb *= diffuse.rgb;
|
||||
dustTexel.a = clamp(dustTexel.a * dirt_factor * (1.0 - 0.4 * max(0.0,NdotL)) * (length(opacity.rgb)/1.76),0.0,1.0);
|
||||
fragColor.rgb = mix(fragColor.rgb, dustTexel.rgb, dustTexel.a );
|
||||
fragColor.a = max(fragColor.a, dustTexel.a);
|
||||
|
||||
|
||||
fragColor.rgb = filter_combined(fragColor.rgb);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
Loading…
Reference in a new issue