diff --git a/Effects/urban.eff b/Effects/urban.eff
index d73d5b2ea..f8eecd141 100644
--- a/Effects/urban.eff
+++ b/Effects/urban.eff
@@ -7,7 +7,6 @@
0.008
0.75 0.59 0.05
- 10
15
@@ -69,24 +68,12 @@
-
+
+
+
2
-
- nearest-mipmap-nearest
-
-
-
-
- average
- average
- average
- min
-
-
-
- 3
noise
@@ -115,15 +102,10 @@
sampler-2d
1
-
- QDMTex
- sampler-2d
- 2
-
NoiseTex
sampler-3d
- 3
+ 2
depth_factor
@@ -150,11 +132,6 @@
float
-
- max_lod_level
- float
-
-
diff --git a/Shaders/urban.frag b/Shaders/urban.frag
index f61faa35a..7e207cf44 100644
--- a/Shaders/urban.frag
+++ b/Shaders/urban.frag
@@ -2,15 +2,9 @@
// Licence: GPL v2
// Author: Frederic Bouvier.
// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
-// Adapted from the paper and sources by M. Drobot in GPU Pro : Quadtree Displacement Mapping with Height Blending
#version 120
-#define TEXTURE_MIP_LEVELS 10
-#define TEXTURE_PIX_COUNT 1024 //pow(2,TEXTURE_MIP_LEVELS)
-#define BINARY_SEARCH_COUNT 10
-#define BILINEAR_SMOOTH_FACTOR 2.0
-
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
@@ -22,7 +16,6 @@ varying vec4 constantColor;
uniform sampler3D NoiseTex;
uniform sampler2D BaseTex;
uniform sampler2D NormalTex;
-uniform sampler2D QDMTex;
uniform float depth_factor;
uniform float tile_size;
uniform float quality_level; // From /sim/rendering/quality-level
@@ -30,103 +23,52 @@ uniform float snowlevel; // From /sim/rendering/snow-level-m
uniform vec3 night_color;
const float scale = 1.0;
-int GlobalIterationCount = 0;
-int gIterationCap = 64;
+int linear_search_steps = 10;
-void QDM(inout vec3 p, inout vec3 v)
+float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
{
- const int MAX_LEVEL = TEXTURE_MIP_LEVELS;
- const float NODE_COUNT = TEXTURE_PIX_COUNT;
- const float TEXEL_SPAN_HALF = 1.0 / NODE_COUNT / 2.0;
+ float size = 1.0 / float(linear_search_steps);
+ float depth = 0.0;
+ float best_depth = 1.0;
- float fDeltaNC = TEXEL_SPAN_HALF * depth_factor;
-
- vec3 p2 = p;
- float level = MAX_LEVEL;
- vec2 dirSign = (sign(v.xy) + 1.0) * 0.5;
- GlobalIterationCount = 0;
- float d = 0;
-
- while (level >= 0 && GlobalIterationCount < gIterationCap)
+ for(int i = 0; i < linear_search_steps - 1; ++i)
{
- vec4 uv = vec4(p2.xyz, level);
- d = texture2DLod(QDMTex, uv.xy, uv.w).w;
+ depth += size;
+ float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a);
+ if(best_depth > 0.996)
+ if(depth >= t)
+ best_depth = depth;
+ }
+ depth = best_depth;
- if (d > p2.z)
+ const int binary_search_steps = 5;
+
+ for(int i = 0; i < binary_search_steps; ++i)
+ {
+ size *= 0.5;
+ float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a);
+ if(depth >= t)
{
- //predictive point of ray traversal
- vec3 tmpP2 = p + v * d;
-
- //current node count
- float nodeCount = pow(2.0, (MAX_LEVEL - level));
- //current and predictive node ID
- vec4 nodeID = floor(vec4(p2.xy, tmpP2.xy)*nodeCount);
-
- //check if we are crossing the current cell
- if (nodeID.x != nodeID.z || nodeID.y != nodeID.w)
- {
- //calculate distance to nearest bound
- vec2 a = p2.xy - p.xy;
- vec2 p3 = (nodeID.xy + dirSign) / nodeCount;
- vec2 b = p3.xy - p.xy;
-
- vec2 dNC = (b.xy * p2.z) / a.xy;
- //take the nearest cell
- d = min(d,min(dNC.x, dNC.y))+fDeltaNC;
-
- level++;
-
- //use additional convergence speed-up
- #ifdef USE_QDM_ASCEND_INTERVAL
- if(frac(level*0.5) > EPSILON)
- level++;
- #elseif USE_QDM_ASCEND_CONST
- level++;
- #endif
- }
- p2 = p + v * d;
+ best_depth = depth;
+ depth -= 2.0 * size;
}
- level--;
- GlobalIterationCount++;
+ depth += size;
}
- //
- // Manual Bilinear filtering
- //
- float rayLength = length(p2.xy - p.xy) + fDeltaNC;
-
- float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
- float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
-
- vec4 p2a = vec4(p + v * dA, 0);
- vec4 p2b = vec4(p + v * dB, 0);
- dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w;
- dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w;
-
- dA = abs(p2a.z - dA);
- dB = abs(p2b.z - dB);
-
- p2 = mix(p2a.xyz, p2b.xyz, dA / (dA + dB));
-
- p = p2;
-}
-
-float ray_intersect(vec2 dp, vec2 ds)
-{
- vec3 p = vec3( dp, 0.0 );
- vec3 v = vec3( ds, 1.0 );
- QDM( p, v );
- return p.z;
+ return(best_depth);
}
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));
vec2 ds = s.xy * depth_factor / s.z;
vec2 dp = gl_TexCoord[0].st - ds;
- float d = ray_intersect(dp, ds);
+ float d = ray_intersect(NormalTex, dp, ds);
vec2 uv = dp + ds * d;
vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
@@ -147,7 +89,7 @@ void main (void)
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(dp, ds);
+ 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;
}