Merge branch 'master' into Work
This commit is contained in:
commit
7ebfb3de37
7 changed files with 23 additions and 97 deletions
Effects
Shaders
gui/dialogs
|
@ -1,7 +1,7 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<PropertyList>
|
<PropertyList>
|
||||||
<name>Effects/cropgrass</name>
|
<name>Effects/cropgrass</name>
|
||||||
<inherits-from>Effects/terrain-default</inherits-from>
|
<inherits-from>Effects/crop</inherits-from>
|
||||||
<parameters>
|
<parameters>
|
||||||
<texture n="2">
|
<texture n="2">
|
||||||
<image>Textures/Terrain/cropgrass.png</image>
|
<image>Textures/Terrain/cropgrass.png</image>
|
||||||
|
@ -18,92 +18,4 @@
|
||||||
</texture>
|
</texture>
|
||||||
<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
|
<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
|
||||||
</parameters>
|
</parameters>
|
||||||
<technique n="9">
|
|
||||||
<predicate>
|
|
||||||
<and>
|
|
||||||
<property>/sim/rendering/crop-shader</property>
|
|
||||||
<property>/sim/rendering/shader-effects</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>
|
|
||||||
<!-- Use material values that are either inherited from the
|
|
||||||
terrain-default effect or supplied by an effect derived
|
|
||||||
from this one e.g., one created in the materials library. -->
|
|
||||||
<material>
|
|
||||||
<ambient><use>material/ambient</use></ambient>
|
|
||||||
<diffuse><use>material/diffuse</use></diffuse>
|
|
||||||
<specular><use>material/specular</use></specular>
|
|
||||||
<color-mode>ambient-and-diffuse</color-mode>
|
|
||||||
</material>
|
|
||||||
<blend><use>transparent</use></blend>
|
|
||||||
<alpha-test><use>transparent</use></alpha-test>
|
|
||||||
<shade-model>smooth</shade-model>
|
|
||||||
<cull-face>back</cull-face>
|
|
||||||
<render-bin>
|
|
||||||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
|
||||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
|
||||||
</render-bin>
|
|
||||||
<texture-unit>
|
|
||||||
<unit>0</unit>
|
|
||||||
<type>noise</type>
|
|
||||||
</texture-unit>
|
|
||||||
<texture-unit>
|
|
||||||
<unit>1</unit>
|
|
||||||
<image><use>texture[2]/image</use></image>
|
|
||||||
<filter><use>texture[2]/filter</use></filter>
|
|
||||||
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
|
|
||||||
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
|
|
||||||
<internal-format>
|
|
||||||
<use>texture[2]/internal-format</use>
|
|
||||||
</internal-format>
|
|
||||||
</texture-unit>
|
|
||||||
<texture-unit>
|
|
||||||
<unit>2</unit>
|
|
||||||
<type>1d</type>
|
|
||||||
<image><use>texture[3]/image</use></image>
|
|
||||||
<filter><use>texture[3]/filter</use></filter>
|
|
||||||
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
|
|
||||||
<internal-format>
|
|
||||||
<use>texture[3]/internal-format</use>
|
|
||||||
</internal-format>
|
|
||||||
</texture-unit>
|
|
||||||
<program>
|
|
||||||
<vertex-shader>Shaders/crop.vert</vertex-shader>
|
|
||||||
<fragment-shader>Shaders/crop.frag</fragment-shader>
|
|
||||||
</program>
|
|
||||||
<uniform>
|
|
||||||
<name>NoiseTex</name>
|
|
||||||
<type>sampler-3d</type>
|
|
||||||
<value type="int">0</value>
|
|
||||||
</uniform>
|
|
||||||
<uniform>
|
|
||||||
<name>SampleTex</name>
|
|
||||||
<type>sampler-2d</type>
|
|
||||||
<value type="int">1</value>
|
|
||||||
</uniform>
|
|
||||||
<uniform>
|
|
||||||
<name>ColorsTex</name>
|
|
||||||
<type>sampler-1d</type>
|
|
||||||
<value type="int">2</value>
|
|
||||||
</uniform>
|
|
||||||
<uniform>
|
|
||||||
<name>snowlevel</name>
|
|
||||||
<type>float</type>
|
|
||||||
<value><use>snow-level</use></value>
|
|
||||||
</uniform>
|
|
||||||
</pass>
|
|
||||||
</technique>
|
|
||||||
</PropertyList>
|
</PropertyList>
|
||||||
|
|
|
@ -49,7 +49,7 @@
|
||||||
<technique n="9">
|
<technique n="9">
|
||||||
<predicate>
|
<predicate>
|
||||||
<and>
|
<and>
|
||||||
<property>/sim/rendering/crop-shader</property>
|
<property>/sim/rendering/transition-shader</property>
|
||||||
<property>/sim/rendering/shader-effects</property>
|
<property>/sim/rendering/shader-effects</property>
|
||||||
<or>
|
<or>
|
||||||
<less-equal>
|
<less-equal>
|
||||||
|
|
|
@ -49,7 +49,7 @@
|
||||||
<technique n="9">
|
<technique n="9">
|
||||||
<predicate>
|
<predicate>
|
||||||
<and>
|
<and>
|
||||||
<property>/sim/rendering/crop-shader</property>
|
<property>/sim/rendering/transition-shader</property>
|
||||||
<property>/sim/rendering/shader-effects</property>
|
<property>/sim/rendering/shader-effects</property>
|
||||||
<or>
|
<or>
|
||||||
<less-equal>
|
<less-equal>
|
||||||
|
|
|
@ -49,7 +49,7 @@
|
||||||
<technique n="9">
|
<technique n="9">
|
||||||
<predicate>
|
<predicate>
|
||||||
<and>
|
<and>
|
||||||
<property>/sim/rendering/crop-shader</property>
|
<property>/sim/rendering/transition-shader</property>
|
||||||
<property>/sim/rendering/shader-effects</property>
|
<property>/sim/rendering/shader-effects</property>
|
||||||
<or>
|
<or>
|
||||||
<less-equal>
|
<less-equal>
|
||||||
|
|
|
@ -7,6 +7,7 @@ varying vec3 VBinormal;
|
||||||
varying vec3 VNormal;
|
varying vec3 VNormal;
|
||||||
varying vec3 Normal;
|
varying vec3 Normal;
|
||||||
varying float bump;
|
varying float bump;
|
||||||
|
varying float fogCoord;
|
||||||
|
|
||||||
uniform sampler3D NoiseTex;
|
uniform sampler3D NoiseTex;
|
||||||
uniform sampler2D SampleTex;
|
uniform sampler2D SampleTex;
|
||||||
|
@ -98,13 +99,11 @@ void main (void)
|
||||||
|
|
||||||
float vegetationlevel = (rawpos.z)+nvL[2]*3000.0;
|
float vegetationlevel = (rawpos.z)+nvL[2]*3000.0;
|
||||||
|
|
||||||
float fogFactor;
|
|
||||||
float fogCoord = ecPosition.z;
|
|
||||||
const float LOG2 = 1.442695;
|
const float LOG2 = 1.442695;
|
||||||
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
float fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
|
||||||
float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
|
float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
|
||||||
|
|
||||||
float n=0.06;
|
float n = 0.06;
|
||||||
n += nvL[0]*0.4;
|
n += nvL[0]*0.4;
|
||||||
n += nvL[1]*0.6;
|
n += nvL[1]*0.6;
|
||||||
n += nvL[2]*2.0;
|
n += nvL[2]*2.0;
|
||||||
|
@ -114,7 +113,9 @@ void main (void)
|
||||||
|
|
||||||
n += noisevec[2]*0.8;
|
n += noisevec[2]*0.8;
|
||||||
n += noisevec[3]*2.1;
|
n += noisevec[3]*2.1;
|
||||||
n = mix(0.6, n, biasFactor);
|
|
||||||
|
//very low n/biasFactor mix, to keep forest color
|
||||||
|
n = mix(0.05, n, biasFactor);
|
||||||
|
|
||||||
vec4 c1;
|
vec4 c1;
|
||||||
c1 = basecolor * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0);
|
c1 = basecolor * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0);
|
||||||
|
|
|
@ -6,6 +6,7 @@ varying vec3 VBinormal;
|
||||||
varying vec3 Normal;
|
varying vec3 Normal;
|
||||||
varying vec4 constantColor;
|
varying vec4 constantColor;
|
||||||
varying float bump;
|
varying float bump;
|
||||||
|
varying float fogCoord;
|
||||||
|
|
||||||
attribute vec3 tangent;
|
attribute vec3 tangent;
|
||||||
attribute vec3 binormal;
|
attribute vec3 binormal;
|
||||||
|
@ -25,4 +26,7 @@ void main(void)
|
||||||
+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
|
+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
|
||||||
gl_Position = ftransform();
|
gl_Position = ftransform();
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
|
|
||||||
|
fogCoord = abs(ecPosition.z / ecPosition.w);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -271,6 +271,15 @@
|
||||||
</binding>
|
</binding>
|
||||||
</checkbox>
|
</checkbox>
|
||||||
|
|
||||||
|
<checkbox>
|
||||||
|
<halign>left</halign>
|
||||||
|
<label>Transition effects</label>
|
||||||
|
<property>/sim/rendering/transition-shader</property>
|
||||||
|
<binding>
|
||||||
|
<command>dialog-apply</command>
|
||||||
|
</binding>
|
||||||
|
</checkbox>
|
||||||
|
|
||||||
<checkbox>
|
<checkbox>
|
||||||
<halign>left</halign>
|
<halign>left</halign>
|
||||||
<label>Persistent contrails</label>
|
<label>Persistent contrails</label>
|
||||||
|
|
Loading…
Add table
Reference in a new issue