Airport keep follows autumn coloring
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4 changed files with 23 additions and 0 deletions
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@ -220,6 +220,11 @@
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<type>float</type>
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<type>float</type>
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<value><use>air_pollution</use></value>
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<value><use>air_pollution</use></value>
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</uniform>
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</uniform>
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<uniform>
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<name>season</name>
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<type>float</type>
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<value><use>season</use></value>
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</uniform>
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<uniform>
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<uniform>
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<name>view_pitch_offset</name>
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<name>view_pitch_offset</name>
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<type>float</type>
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<type>float</type>
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@ -34,6 +34,7 @@ uniform float overlay_bias;
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uniform float overlay_alpha;
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uniform float overlay_alpha;
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uniform float wetness;
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uniform float wetness;
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uniform float air_pollution;
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uniform float air_pollution;
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uniform float season;
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uniform float landing_light1_offset;
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uniform float landing_light1_offset;
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uniform float landing_light2_offset;
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uniform float landing_light2_offset;
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@ -155,6 +156,7 @@ float noise_2000m = Noise2D(rawPos.xy, 2000.0);
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// get the texels
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// get the texels
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texel = texture2D(texture, gl_TexCoord[0].st * 5.0);
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texel = texture2D(texture, gl_TexCoord[0].st * 5.0);
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float local_autumn_factor = texel.a;
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float distortion_factor = 1.0;
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float distortion_factor = 1.0;
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float noise_term;
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float noise_term;
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@ -212,6 +214,22 @@ if ((dist < 3000.0)&& (quality_level > 3) && (wetness>0.0))
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texel.r = texel.r * (1.0 + 0.14 * smoothstep(0.5,0.7, 0.33*(2.0 * noise_10m + (1.0-noise_5m))));
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texel.r = texel.r * (1.0 + 0.14 * smoothstep(0.5,0.7, 0.33*(2.0 * noise_10m + (1.0-noise_5m))));
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// autumn colors
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float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ;
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texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r);
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texel.g = texel.g;
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texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b);
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if (local_autumn_factor < 1.0)
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{
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intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
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texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
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}
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vec4 dust_color;
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vec4 dust_color;
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if (quality_level > 3)
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if (quality_level > 3)
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Textures/Trees/grass_blades.png
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Textures/Trees/grass_blades.png
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