diff --git a/Effects/building.eff b/Effects/building.eff
index 38d859097..304b4ed3d 100644
--- a/Effects/building.eff
+++ b/Effects/building.eff
@@ -89,6 +89,10 @@
flat
back
1
+
+
+ 0.0
+ 1.0
@@ -186,4 +190,30 @@
+
+
+
+
+
+ Shaders/HDR/model_building.vert
+
+ instancePosition
+ 9
+
+
+ instanceScale
+ 10
+
+
+ attrib1
+ 11
+
+
+ attrib2
+ 12
+
+
+
+
+
diff --git a/Effects/cityLM.eff b/Effects/cityLM.eff
index 31a1b3204..c99b57daa 100644
--- a/Effects/cityLM.eff
+++ b/Effects/cityLM.eff
@@ -29,5 +29,9 @@
1
1 1 1
-->
+
+
+ 0.0
+ 1.0
diff --git a/Effects/model-combined.eff b/Effects/model-combined.eff
index 32987a5a8..b71fb4b53 100644
--- a/Effects/model-combined.eff
+++ b/Effects/model-combined.eff
@@ -197,6 +197,10 @@ please see Docs/README.model-combined.eff for documentation
+
+
+ 0.0
+ 0.1
+ 0.0
+ 0.95
diff --git a/Shaders/HDR/model_building.vert b/Shaders/HDR/model_building.vert
new file mode 100644
index 000000000..fd90be06f
--- /dev/null
+++ b/Shaders/HDR/model_building.vert
@@ -0,0 +1,100 @@
+#version 330 core
+
+layout(location = 0) in vec4 pos;
+layout(location = 1) in vec3 normal;
+layout(location = 2) in vec4 vertex_color;
+layout(location = 3) in vec4 multitexcoord0;
+layout(location = 9) in vec3 instancePosition; // (x,y,z)
+layout(location = 10) in vec3 instanceScale ; // (width, depth, height)
+layout(location = 11) in vec3 attrib1; // Generic packed attributes
+layout(location = 12) in vec3 attrib2;
+
+out VS_OUT {
+ vec2 texcoord;
+ vec3 vertex_normal;
+ vec3 view_vector;
+} vs_out;
+
+uniform mat4 osg_ModelViewMatrix;
+uniform mat4 osg_ModelViewProjectionMatrix;
+uniform mat3 osg_NormalMatrix;
+
+const float c_precision = 128.0;
+const float c_precisionp1 = c_precision + 1.0;
+
+vec3 float2vec(float value)
+{
+ vec3 val;
+ val.x = mod(value, c_precisionp1) / c_precision;
+ val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
+ val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
+ return val;
+}
+
+void main()
+{
+ // Unpack generic attributes
+ vec3 attr1 = float2vec(attrib1.x);
+ vec3 attr2 = float2vec(attrib1.z);
+ vec3 attr3 = float2vec(attrib2.x);
+
+ // Determine the rotation for the building.
+ float sr = sin(6.28 * attr1.x);
+ float cr = cos(6.28 * attr1.x);
+
+ vec3 position = pos.xyz;
+ // Adjust the very top of the roof to match the rooftop scaling. This shapes
+ // the rooftop - gambled, gabled etc. These vertices are identified by
+ // vertex_color.z
+ position.x = (1.0 - vertex_color.z) * position.x + vertex_color.z
+ * ((position.x + 0.5) * attr3.z - 0.5);
+ position.y = (1.0 - vertex_color.z) * position.y + vertex_color.z
+ * (position.y * attrib2.y );
+
+ // Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
+ // Scale down by the building height (instanceScale.z) because
+ // immediately afterwards we will scale UP the vertex to the correct scale.
+ position.z = position.z + vertex_color.z * attrib1.y / instanceScale.z;
+ position = position * instanceScale.xyz;
+
+ // Rotation of the building and movement into position
+ position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
+ position = position + instancePosition.xyz;
+
+ gl_Position = osg_ModelViewProjectionMatrix * vec4(position, 1.0);
+
+ // Texture coordinates are stored as:
+ // - a separate offset (x0, y0) for the wall (wtex0x, wtex0y),
+ // and roof (rtex0x, rtex0y)
+ // - a semi-shared (x1, y1) so that the front and side of the building can
+ // have different texture mappings
+ //
+ // The vertex color value selects between them:
+ // gl_Color.x=1 indicates front/back walls
+ // gl_Color.y=1 indicates roof
+ // gl_Color.z=1 indicates top roof vertexs (used above)
+ // gl_Color.a=1 indicates sides
+ // Finally, the roof texture is on the right of the texture sheet
+ float wtex0x = attr1.y; // Front/Side texture X0
+ float wtex0y = attr1.z; // Front/Side texture Y0
+ float rtex0x = attr2.z; // Roof texture X0
+ float rtex0y = attr3.x; // Roof texture Y0
+ float wtex1x = attr2.x; // Front/Roof texture X1
+ float stex1x = attr3.y; // Side texture X1
+ float wtex1y = attr2.y; // Front/Roof/Side texture Y1
+ vec2 tex0 = vec2(sign(multitexcoord0.x) * (vertex_color.x*wtex0x + vertex_color.y*rtex0x + vertex_color.a*wtex0x),
+ vertex_color.x*wtex0y + vertex_color.y*rtex0y + vertex_color.a*wtex0y);
+
+ vec2 tex1 = vec2(vertex_color.x*wtex1x + vertex_color.y*wtex1x + vertex_color.a*stex1x,
+ wtex1y);
+
+ vs_out.texcoord.x = tex0.x + multitexcoord0.x * tex1.x;
+ vs_out.texcoord.y = tex0.y + multitexcoord0.y * tex1.y;
+
+ // Rotate the normal.
+ vec3 N = normal;
+ N.xy = vec2(dot(N.xy, vec2(cr, sr)), dot(N.xy, vec2(-sr, cr)));
+ vs_out.vertex_normal = osg_NormalMatrix * N;
+
+ vs_out.view_vector = (osg_ModelViewMatrix * vec4(position, 1.0)).xyz;
+}
diff --git a/Shaders/HDR/model_combined.frag b/Shaders/HDR/model_combined.frag
index 6737a2f7b..10b67b5a7 100644
--- a/Shaders/HDR/model_combined.frag
+++ b/Shaders/HDR/model_combined.frag
@@ -10,9 +10,8 @@ uniform sampler2D color_tex;
uniform int normalmap_enabled;
uniform float normalmap_tiling;
-
-const float COMBINED_METALLIC = 0.0;
-const float COMBINED_ROUGHNESS = 0.1;
+uniform float metallic;
+uniform float roughness;
// gbuffer_pack.glsl
void gbuffer_pack(vec3 normal, vec3 base_color, float metallic, float roughness,
@@ -32,5 +31,5 @@ void main()
N = perturb_normal(N, fs_in.view_vector, fs_in.texcoord * normalmap_tiling);
}
- gbuffer_pack(N, color, COMBINED_METALLIC, COMBINED_ROUGHNESS, 1.0, vec3(0.0), 3u);
+ gbuffer_pack(N, color, metallic, roughness, 1.0, vec3(0.0), 3u);
}