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Merge branch 'master' of D:\Git_New\fgdata

This commit is contained in:
Vivian Meazza 2012-02-14 18:29:39 +00:00
commit 8abd87060b
57 changed files with 675 additions and 253 deletions

View file

@ -173,6 +173,15 @@ property-assign - assign a value to a property
value: the new value for the property; or
property[1]: the name of the property holding the new value.
property-interpolate - assign a value to a property, interpolated
over time
property[0]: the name of the property that will get the new value
and defines the starting point of the interpolation
value: the new value for the property; or
property[1]: the name of the property holding the new value.
time: the time in seconds it takes for the transition from the
old value to the new value of property[0]
property-adjust - adjust the value of a property
property: the name of the property to increment or decrement
step: the amount of the increment or decrement (defaults to 0)

View file

@ -316,7 +316,7 @@
</texture-unit>
<program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader>Shaders/wake.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/bowwave.frag</fragment-shader>
@ -445,7 +445,7 @@
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>

View file

@ -80,8 +80,9 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/crop.vert</vertex-shader>
<fragment-shader>Shaders/crop.frag</fragment-shader>
<vertex-shader n="1">Shaders/crop.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/crop.frag</fragment-shader>
</program>
<uniform>
<name>NoiseTex</name>

View file

@ -146,10 +146,10 @@
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
<vertex-shader>Shaders/flutter.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/default.frag</fragment-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/flutter.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/default.frag</fragment-shader>
</program>
<!--<uniform>
<name>texture</name>
@ -217,7 +217,7 @@
<use>heading-deg</use>
</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>

View file

@ -34,13 +34,33 @@
<depth-factor type="float">0.04</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<quality-level><use>/sim/rendering/shaders/transition</use></quality-level>
<!-- sets the season color -->
<season-red type="float">0.12</season-red>
<season-green type="float">0.86</season-green>
<season-blue type="float">0.22</season-blue>
<!-- end season color -->
<!--fog include-->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<generate>
<tangent type="int">6</tangent>
@ -128,8 +148,10 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/forest.vert</vertex-shader>
<fragment-shader>Shaders/forest.frag</fragment-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/forest.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
@ -192,13 +214,57 @@
<uniform>
<name>blue</name>
<type>float</type>
<value><use>season-blue</use></value>
<value><use>season-blue</use></value>
</uniform>
<uniform>
<name>alpha</name>
<type>float</type>
<value>0.0</value>
</uniform>
<!-- BEGIN fog include -->
<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>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

View file

@ -34,13 +34,34 @@
<depth-factor type="float">0.01</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<quality-level><use>/sim/rendering/shaders/transition</use></quality-level>
<!-- sets the season color -->
<season-red type="float">0.12</season-red>
<season-green type="float">0.86</season-green>
<season-blue type="float">0.22</season-blue>
<!-- end season color -->
<!--fog include-->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<generate>
<tangent type="int">6</tangent>
@ -128,8 +149,10 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/forest.vert</vertex-shader>
<fragment-shader>Shaders/forest.frag</fragment-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/forest.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
@ -192,13 +215,57 @@
<uniform>
<name>blue</name>
<type>float</type>
<value><use>season-blue</use></value>
<value><use>season-blue</use></value>
</uniform>
<uniform>
<name>alpha</name>
<type>float</type>
<value>0.0</value>
</uniform>
<!-- BEGIN fog include -->
<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>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

View file

@ -33,13 +33,34 @@
<snow-level><use>/environment/snow-level-m</use></snow-level>
<depth-factor type="float">0.01</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<!-- sets the season color -->
<season-red type="float">0.12</season-red>
<season-green type="float">0.86</season-green>
<season-blue type="float">0.22</season-blue>
<!-- end season color -->
<!--fog include-->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
<quality-level><use>/sim/rendering/shaders/transition</use></quality-level>
</parameters>
<generate>
@ -128,8 +149,10 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/forest.vert</vertex-shader>
<fragment-shader>Shaders/forest.frag</fragment-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/forest.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
@ -192,13 +215,57 @@
<uniform>
<name>blue</name>
<type>float</type>
<value><use>season-blue</use></value>
<value><use>season-blue</use></value>
</uniform>
<uniform>
<name>alpha</name>
<type>float</type>
<value>0.0</value>
</uniform>
<!-- BEGIN fog include -->
<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>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

View file

@ -110,7 +110,7 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/landmass-g.vert</vertex-shader>
<geometry-shader>Shaders/landmass.geom</geometry-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
@ -140,7 +140,7 @@
</value>
</uniform>
<color-mask type="vec4d">0 0 0 0</color-mask>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
@ -185,7 +185,7 @@
</value>
</uniform>
<!-- END fog include -->
</pass>
<pass>
<lighting>true</lighting>

View file

@ -11,6 +11,26 @@
</material>
<condition><use>/sim/rendering/shader/generic</use></condition>
<factor>1</factor>
<!-- BEGIN fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<technique n="10">
<predicate>
@ -83,7 +103,8 @@
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/lightmap.vert</vertex-shader>
<fragment-shader>Shaders/lightmap.frag</fragment-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/lightmap.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
@ -110,6 +131,50 @@
<type>float</type>
<value><use>factor</use></value>
</uniform>
<!-- BEGIN fog include -->
<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>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
<technique n="11">

View file

@ -366,7 +366,7 @@ please see Docs/README.model-combined.eff for documentation
</vertex-program-two-side>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
@ -391,7 +391,7 @@ please see Docs/README.model-combined.eff for documentation
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>

View file

@ -126,7 +126,7 @@
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<!--fog include-->
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>

View file

@ -215,7 +215,7 @@ EXAMPLES: You can find examples of both usages in the Hunter and Lightning model
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
@ -314,10 +314,10 @@ EXAMPLES: You can find examples of both usages in the Hunter and Lightning model
<program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
<vertex-shader>Shaders/reflect-bump-spec.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/reflect-bump-spec.frag</fragment-shader>
<!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/reflect-bump-spec.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/reflect-bump-spec.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>

View file

@ -17,7 +17,7 @@
To use a reflection map set <reflect_map> to 1,and the path to the map texture in
<texture n="8">
To use a light map set <light_map> to 1,and the path to the map texture in
<texture n="2">
@ -213,7 +213,7 @@
<use>texture[8]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>
@ -226,12 +226,12 @@
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>5</unit>
<type>
@ -288,7 +288,7 @@
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/reflect.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/reflect.frag</fragment-shader>
@ -317,7 +317,7 @@
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>Lightmap</name>
<type>sampler-2d</type>
@ -329,7 +329,7 @@
<type>sampler-3d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>Environment</name>
<type>sampler-cube</type>
@ -402,7 +402,7 @@
<use>reflect_map</use>
</value>
</uniform>
<!-- use a light map-->
<uniform>
<name>light_map</name>

View file

@ -123,7 +123,7 @@
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
@ -147,7 +147,7 @@
<unit>2</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>4</unit>
<image>
@ -230,7 +230,7 @@
</cull-face>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/reflect-bump-spec.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/runway-reflect-bump-spec.frag</fragment-shader>
@ -261,7 +261,7 @@
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>

View file

@ -123,7 +123,7 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>

View file

@ -229,10 +229,10 @@ parameters :
</texture-unit>
<program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
<vertex-shader>Shaders/transition.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/transition.frag</fragment-shader>
<!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/transition.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/transition.frag</fragment-shader>
</program>
<uniform>

View file

@ -12,7 +12,7 @@
<use>/sim/rendering/shaders/urban</use>
</quality-level>
<!--fog include-->
<!--fog include-->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
@ -159,7 +159,7 @@
<type>noise</type>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/urban.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/urban.frag</fragment-shader>
@ -489,7 +489,7 @@
<use>snow-level</use>
</value>
</uniform>
</pass>
</technique>

View file

@ -195,10 +195,12 @@
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader>Shaders/water.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/water-inland.frag</fragment-shader>
</program>
<uniform>
<name>water_reflection</name>
<type>sampler-2d</type>
@ -360,6 +362,7 @@
</texture-unit>
<program>
<vertex-shader>Shaders/water-orig.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/water-orig.frag</fragment-shader>
</program>
<uniform>
@ -367,6 +370,50 @@
<type>sampler-3d</type>
<value type="int">0</value>
</uniform>
<!-- BEGIN fog include -->
<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>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

View file

@ -292,7 +292,7 @@
</texture-unit>
<program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader>Shaders/water.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/water_sine.frag</fragment-shader>
@ -449,7 +449,7 @@
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
@ -658,7 +658,7 @@
</texture-unit>
<program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
<!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader>Shaders/water.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/water.frag</fragment-shader>

View file

@ -2,7 +2,7 @@
// Licence: GPL v2
// Author: Frederic Bouvier
varying float fogCoord;
//varying float fogCoord;
varying vec3 VNormal;
varying vec3 VTangent;
@ -11,7 +11,13 @@ varying vec3 VBinormal;
uniform sampler2D tex_color;
uniform sampler2D tex_normal;
void main (void)
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
void main (void)
{
vec4 ns = texture2D(tex_normal, gl_TexCoord[0].st);
vec3 N = ns.rgb * 2.0 - 1.0;
@ -36,11 +42,12 @@ void main (void)
color = clamp( color, 0.0, 1.0 );
float fogFactor;
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
// float fogFactor;
// const float LOG2 = 1.442695;
// fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
// fogFactor = clamp(fogFactor, 0.0, 1.0);
// gl_FragColor = mix(gl_Fog.color, color, fogFactor);
gl_FragColor = mix(gl_Fog.color, color, fogFactor);
color.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = color;
}

View file

@ -2,7 +2,7 @@
// Licence: GPL v2
// Author: Frederic Bouvier
varying float fogCoord;
//varying float fogCoord;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
@ -12,8 +12,8 @@ attribute vec3 binormal;
void main (void)
{
vec4 pos = gl_ModelViewMatrix * gl_Vertex;
fogCoord = pos.z / pos.w;
// vec4 pos = gl_ModelViewMatrix * gl_Vertex;
// fogCoord = pos.z / pos.w;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
VTangent = normalize(gl_NormalMatrix * tangent);

View file

@ -18,12 +18,18 @@ const float scale = 1.0;
#define BLA 1
#define BLA2 0
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
void main (void)
{
vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144);
basecolor = texture1D(ColorsTex, basecolor.r+0.00);
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
@ -51,10 +57,10 @@ void main (void)
// good
vec4 c1;
c1 = basecolor * vec4(smoothstep(0.0, 1.15, n), smoothstep(0.0, 1.2, n), smoothstep(0.1, 1.3, n), 1.0);
//"steep = gray"
c1 = mix(vec4(n-0.42, n-0.44, n-0.51, 1.0), c1, smoothstep(0.970, 0.990, abs(normalize(Normal).z)+nvL[2]*1.3));
//"snow"
c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
@ -64,8 +70,10 @@ void main (void)
c1 *= ambient_light;
vec4 finalColor = c1;
if(gl_Fog.density == 1.0)
fogFactor=1.0;
gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
// if(gl_Fog.density == 1.0)
// fogFactor=1.0;
//
// gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
gl_FragColor = finalColor;
}

View file

@ -22,9 +22,9 @@ varying vec3 normal;
uniform int colorMode;
////fog "include"////////
uniform int fogType;
void fog_Func(int type);
//uniform int fogType;
//
//void fog_Func(int type);
/////////////////////////
void main()
@ -57,5 +57,5 @@ void main()
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
//fogCoord = abs(ecPosition.z / ecPosition.w);
fog_Func(fogType);
//fog_Func(fogType);
}

View file

@ -30,9 +30,9 @@ uniform float Offset, AmpFactor, WindE, WindN, spd, hdg;
uniform sampler3D Noise;
////fog "include"////////
uniform int fogType;
void fog_Func(int type);
//uniform int fogType;
//
//void fog_Func(int type);
/////////////////////////
/////// functions /////////
@ -56,7 +56,7 @@ void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad)
float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts;
//combine relative speeds north and east to get relative windspeed in kts
rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2)
rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2)
+ pow(abs(rel_wind_speed_from_north_kts), 2));
//calculate the relative wind direction
@ -138,6 +138,6 @@ void main()
gl_BackColor.rgb = ambient_term.rgb; gl_FrontColor.a = 1.0;
// fogCoord = abs(ecPosition.z / ecPosition.w);
fog_Func(fogType);
//fog_Func(fogType);
}

View file

@ -22,6 +22,12 @@ uniform float snowlevel; // From /sim/rendering/snow-level-m
const float scale = 1.0;
int linear_search_steps = 10;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
{
@ -89,13 +95,13 @@ void main (void)
vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000344);
vec4 basecolor2 = texture2D(SampleTex2, rawpos.xy*0.000144);
basecolor = texture1D(ColorsTex, basecolor.r+0.0);
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
float vegetationlevel = (rawpos.z)+nvL[2]*3000.0;
const float LOG2 = 1.442695;
@ -113,20 +119,20 @@ void main (void)
n += noisevec[2]*0.8;
n += noisevec[3]*2.1;
//very low n/biasFactor mix, to keep forest color
n = mix(0.05, n, biasFactor);
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);
vec4 c2;
c2 = basecolor2 * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0);
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
vec3 l = gl_LightSource[0].position.xyz;
vec3 diffuse;
//draw floor where !steep, and another blurb for smoothing transitions
vec4 c3, c4, c5, c3a, c4a, c5a;
float subred = 1.0 - red; float subgreen = 1.0 - green; float subblue = 1.0 - blue;
@ -135,39 +141,39 @@ void main (void)
c4a = mix(vec4(n-subred+0.12, n-subgreen-0.52, -n-subblue, 0.3), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.32));
c5 = mix(c3, c4, 1.0);
c5a = mix(c3, c4a, 1.0);
if (vegetationlevel <= 2200.0) {
c1 = mix(c2, c5, clamp(0.65, n*0.1, 0.5));
diffuse = gl_Color.rgb * max(0.7, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
if (vegetationlevel > 2200.0 && vegetationlevel < 2300.0) {
c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.35));
diffuse = gl_Color.rgb * max(0.7, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
if (vegetationlevel >= 2300.0 && vegetationlevel < 2480.0) {
c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.30));
diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
if (vegetationlevel >= 2480.0 && vegetationlevel < 2530.0) {
c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.20));
diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
if (vegetationlevel >= 2530.0 && vegetationlevel < 2670.0) {
c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.10));
diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
if (vegetationlevel >= 2670.0) {
c1 = mix(c2, c5, clamp(0.0, n*0.1, 0.4));
diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
//adding snow and permanent snow/glacier
if (vegetationlevel > snowlevel || vegetationlevel > 3100.0) {
c3 = mix(vec4(n+1.0, n+1.0, n+1.0, 0.0), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.3));
@ -182,8 +188,6 @@ void main (void)
c1 *= ambient_light;
vec4 finalColor = c1;
if(gl_Fog.density == 1.0)
fogFactor=1.0;
gl_FragColor = mix(gl_Fog.color,finalColor, fogFactor);
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
gl_FragColor = finalColor;
}

View file

@ -1,3 +1,4 @@
#version 120
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
@ -9,6 +10,12 @@ varying vec4 constantColor;
attribute vec3 tangent;
attribute vec3 binormal;
// ////fog "include"////////
// uniform int fogType;
//
// void fog_Func(int type);
// /////////////////////////
void main(void)
{
rawpos = gl_Vertex;
@ -20,7 +27,8 @@ void main(void)
gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
// fog_Func(fogType);
}

View file

@ -1,15 +1,12 @@
//#define fog_FuncTION
//default fog
//varying float fogCoord;
varying vec3 PointPos;
//varying vec4 EyePos;
//varying vec3 PointPos;
vec3 fog_Func(vec3 color, int type)
{
//if (type == 0){
const float LOG2 = 1.442695;
//vec3 EyePos = vec3(0.0);
float fogCoord =length(PointPos);
//float fogCoord =length(PointPos);
float fogCoord = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
if(gl_Fog.density == 1.0)

View file

@ -32,9 +32,9 @@ attribute vec3 binormal;
uniform float canopy_height;
////fog "include"////////
uniform int fogType;
void fog_Func(int type);
// uniform int fogType;
//
// void fog_Func(int type);
/////////////////////////
void main(void)
@ -55,5 +55,5 @@ void main(void)
constantColorIn = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
fog_Func(fogType);
// fog_Func(fogType);
}

View file

@ -9,12 +9,12 @@ varying vec4 constantColor;
attribute vec3 tangent;
attribute vec3 binormal;
////fog "include" /////
uniform int fogType;
void fog_Func(int type);
//////////////////////
// ////fog "include" /////
// uniform int fogType;
//
// void fog_Func(int type);
//
// //////////////////////
void main(void)
{
@ -27,9 +27,9 @@ void main(void)
gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
fog_Func(fogType);
// fog_Func(fogType);
}

View file

@ -1,4 +1,10 @@
varying float fogCoord;
#version 120
//varying float fogCoord;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
void main()
{

View file

@ -1,9 +1,9 @@
varying float fogCoord;
// varying float fogCoord;
void main()
{
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
// vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
gl_Position = ftransform();
fogCoord = abs(ecPosition.z);
// fogCoord = abs(ecPosition.z);
}

View file

@ -2,12 +2,12 @@
// Ambient term comes in gl_Color.rgb.
//
// See http://wiki.flightgear.org/index.php/Howto:_Lightmap for details on
// See http://wiki.flightgear.org/index.php/Howto:_Lightmap for details on
// how to use it.
varying vec4 diffuse_term;
varying vec3 normal;
varying float fogCoord;
//varying float fogCoord;
uniform sampler2D texture;
@ -16,6 +16,13 @@ uniform float condition;
uniform float lightmap_factor;
uniform sampler2D lightmap_texture;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
@ -53,13 +60,15 @@ void main()
color = clamp(color, 0.0, 1.0);
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel + specular;
// The lightmap function
if ( condition >= 1.0 ) {
vec3 lightmapTexel = texture2D(lightmap_texture, gl_TexCoord[0].st).rgb * lightmap_factor;
fragColor.rgb = max(fragColor.rgb, lightmapTexel * gl_FrontMaterial.diffuse.rgb * texel.rgb);
}
fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
// fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
// gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}

View file

@ -8,7 +8,7 @@
// Diffuse colors come from the gl_Color, ambient from the material. This is
// equivalent to osg::Material::DIFFUSE.
//
// See http://wiki.flightgear.org/index.php/Howto:_Lightmap for details on
// See http://wiki.flightgear.org/index.php/Howto:_Lightmap for details on
// how to use it.
#define MODE_OFF 0
@ -21,7 +21,7 @@
// bugs with gl_FrontFacing in the fragment shader.
varying vec4 diffuse_term;
varying vec3 normal;
varying float fogCoord;
//varying float fogCoord;
uniform int colorMode;
void main()
@ -54,5 +54,5 @@ void main()
// gl_FrontFacing in the fragment shader.
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
fogCoord = abs(ecPosition.z / ecPosition.w);
//fogCoord = abs(ecPosition.z / ecPosition.w);
}

View file

@ -3,10 +3,17 @@
// Shader for use with material animations
varying vec4 diffuse, constantColor, matSpecular;
varying vec3 normal;
varying float fogCoord, alpha;
//varying float fogCoord, alpha;
varying float alpha;
uniform sampler2D texture;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
void main()
{
vec3 n, halfV;
@ -37,6 +44,8 @@ void main()
color = clamp(color, 0.0, 1.0);
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel + specular;
fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
//fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
//gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}

View file

@ -14,12 +14,13 @@ vec4 emissionColor();
varying vec4 diffuse, constantColor, matSpecular;
varying vec3 normal;
varying float alpha, fogCoord;
//varying float alpha, fogCoord;
varying float alpha;
void main()
{
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
//vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
@ -32,6 +33,6 @@ void main()
alpha = diffuse.a;
constantColor = emissionColor()
+ ambientColor() * (gl_LightModel.ambient + gl_LightSource[0].ambient);
fogCoord = abs(ecPosition3.z);
//fogCoord = abs(ecPosition3.z);
matSpecular = specularColor();
}

View file

@ -1,4 +1,5 @@
// -*-C++-*-
#version 120
vec4 ambientColor()
{

View file

@ -1,4 +1,5 @@
// -*-C++-*-
#version 120
vec4 ambientColor()
{

View file

@ -3,10 +3,16 @@
// Ambient term comes in gl_Color.rgb.
varying vec4 diffuse_term;
varying vec3 normal;
varying float fogCoord;
//varying float fogCoord;
uniform sampler2D texture;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
@ -43,6 +49,8 @@ void main()
color = clamp(color, 0.0, 1.0);
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel + specular;
fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
//fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
//gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}

View file

@ -7,6 +7,7 @@
//
// Diffuse colors come from the gl_Color, ambient from the material. This is
// equivalent to osg::Material::DIFFUSE.
#version 120
#define MODE_OFF 0
#define MODE_DIFFUSE 1
@ -18,13 +19,13 @@
// bugs with gl_FrontFacing in the fragment shader.
varying vec4 diffuse_term;
varying vec3 normal;
varying float fogCoord;
//varying float fogCoord;
uniform int colorMode;
void main()
{
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
@ -51,5 +52,5 @@ void main()
// gl_FrontFacing in the fragment shader.
gl_FrontColor.rgb = ambient_term.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = ambient_term.rgb; gl_FrontColor.a = 0.0;
fogCoord = abs(ecPosition.z / ecPosition.w);
//fogCoord = abs(ecPosition.z / ecPosition.w);
}

View file

@ -9,7 +9,7 @@ float shade = 0.8;
float cloud_height = 1000.0;
void main(void)
{
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
//gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);

View file

@ -14,7 +14,7 @@ varying vec3 reflVec;
varying vec4 Diffuse;
varying float alpha;
varying float fogCoord;
//varying float fogCoord;
uniform samplerCube Environment;
uniform sampler2D Rainbow;
@ -32,6 +32,12 @@ uniform float ambient_correction;
uniform float reflect_map;
uniform float normalmap_dds;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
void main (void)
{
vec3 halfV;
@ -72,12 +78,12 @@ void main (void)
color = clamp(color, 0.0, 1.0);
// calculate the fog factor
const float LOG2 = 1.442695;
float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
if(gl_Fog.density == 1.0)
fogFactor=1.0;
// const float LOG2 = 1.442695;
// float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
// fogFactor = clamp(fogFactor, 0.0, 1.0);
//
// if(gl_Fog.density == 1.0)
// fogFactor=1.0;
vec3 normal = normalize(VNormal);
vec3 viewVec = normalize(vViewVec);
@ -129,5 +135,7 @@ void main (void)
reflColor = clamp(reflColor, 0.0, 1.0);
gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
// gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
reflColor.rgb = fog_Func(reflColor.rgb, fogType);
gl_FragColor = reflColor;
}

View file

@ -19,10 +19,10 @@ uniform mat4 osg_ViewMatrixInverse;
attribute vec3 tangent;
attribute vec3 binormal;
////fog "include"////////
uniform int fogType;
void fog_Func(int type);
////fog "include"////////
// uniform int fogType;
//
// void fog_Func(int type);
/////////////////////////
void main(void)
@ -30,8 +30,8 @@ void main(void)
rawpos = gl_Vertex.xyz / gl_Vertex.w;
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
ecPosition.xyz = ecPosition.xyz / ecPosition.w;
fogCoord = ecPosition.z;
fog_Func(fogType);
//fogCoord = ecPosition.z;
//fog_Func(fogType);
vec3 n = normalize(gl_Normal);
vec3 t = cross(gl_Normal, vec3(1.0,0.0,0.0));

View file

@ -13,7 +13,7 @@ varying vec3 reflVec;
varying vec4 Diffuse;
varying float alpha;
varying float fogCoord;
//varying float fogCoord;
uniform samplerCube Environment;
uniform sampler2D Rainbow;
@ -33,6 +33,12 @@ uniform float lightmap_factor;
uniform int light_map;
uniform int reflect_map;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
void main (void)
{
vec3 n, halfV;
@ -62,12 +68,12 @@ void main (void)
color = clamp(color, 0.0, 1.0);
// calculate the fog factor
const float LOG2 = 1.442695;
float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
if(gl_Fog.density == 1.0)
fogFactor=1.0;
// const float LOG2 = 1.442695;
// float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
// fogFactor = clamp(fogFactor, 0.0, 1.0);
//
// if(gl_Fog.density == 1.0)
// fogFactor=1.0;
vec3 normal = normalize(VNormal);
vec3 viewVec = normalize(vViewVec);
@ -127,5 +133,7 @@ void main (void)
reflColor.rgb = max(reflColor.rgb, lightmapTexel * gl_FrontMaterial.diffuse.rgb * mixedcolor.rgb);
}
gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
// gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
reflColor.rgb = fog_Func(reflColor.rgb, fogType);
gl_FragColor = reflColor;
}

View file

@ -10,7 +10,7 @@ varying vec3 reflVec;
varying vec4 Diffuse;
varying float alpha;
varying float fogCoord;
//varying float fogCoord;
uniform mat4 osg_ViewMatrixInverse;
@ -37,7 +37,7 @@ void main(void)
else
alpha = gl_Color.a;
fogCoord = abs(ecPosition.z);
//fogCoord = abs(ecPosition.z);
// Vertex in eye coordinates
vec3 vertVec = ecPosition.xyz;

View file

@ -13,7 +13,7 @@ varying vec3 reflVec;
varying vec4 Diffuse;
varying float alpha;
varying float fogCoord;
//varying float fogCoord;
uniform samplerCube Environment;
uniform sampler2D Rainbow;

View file

@ -1,11 +1,18 @@
// -*-C++-*-
#version 120
varying vec4 diffuse, constantColor;
varying vec3 normal, lightDir, halfVector;
varying float fogCoord, alpha;
//varying float fogCoord, alpha;
varying float alpha;
uniform sampler2D texture;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
float luminance(vec3 color)
{
return dot(vec3(0.212671, 0.715160, 0.072169), color);
@ -51,7 +58,8 @@ void main()
fragColor.a = tex_lum * clamp(lum, 0.01, 1.0);
}
fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
// fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
// gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}

View file

@ -8,7 +8,8 @@ varying vec4 diffuse_term, RawPos;
varying vec3 Vnormal, normal;
//varying float fogCoord;
uniform float SnowLevel, Transitions, InverseSlope, RainNorm, CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
uniform float SnowLevel, Transitions, InverseSlope, RainNorm;
uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
uniform sampler2D BaseTex, SecondTex, ThirdTex, SnowTex;
uniform sampler3D NoiseTex;
@ -143,4 +144,4 @@ void main()
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
//gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
gl_FragColor = fragColor;
}
}

View file

@ -22,11 +22,11 @@ varying vec3 normal, Vnormal;
//varying float fogCoord;
uniform int colorMode;
////fog "include"////////
uniform int fogType;
void fog_Func(int type);
/////////////////////////
// ////fog "include"////////
// uniform int fogType;
//
// void fog_Func(int type);
// /////////////////////////
void main()
{
@ -61,5 +61,5 @@ void main()
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
//fogCoord = abs(ecPosition.z / ecPosition.w);
fog_Func(fogType);
//fog_Func(fogType);
}

View file

@ -5,13 +5,13 @@
// color - xyz of tree quad origin, replicated 4 times.
#version 120
//varying float fogCoord;
varying vec3 PointPos;
// varying vec3 PointPos;
//varying vec4 EyePos;
////fog "include"////////
uniform int fogType;
void fog_Func(int type);
/////////////////////////
// ////fog "include"////////
// uniform int fogType;
//
// void fog_Func(int type);
// /////////////////////////
void main(void)
{
@ -41,6 +41,6 @@ void main(void)
//fogFactor = exp( -gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
//fogFactor = clamp(fogFactor, 0.0, 1.0);
// fog_Func(fogType);
PointPos = ecPosition;
// PointPos = ecPosition;
//EyePos = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
}

View file

@ -23,8 +23,8 @@ uniform int nmap_enabled;
uniform int shader_qual;
//////Fog Include///////////
uniform int fogType;
void fog_Func(int type);
// uniform int fogType;
// void fog_Func(int type);
////////////////////////////
void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
@ -47,7 +47,7 @@ void main(void)
{
rawpos = gl_Vertex.xyz;
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
fog_Func(fogType);
//fog_Func(fogType);
VNormal = normalize(gl_NormalMatrix * gl_Normal);
if (nmap_enabled > 0 && shader_qual > 2){

View file

@ -13,9 +13,9 @@ varying vec4 constantColor;
attribute vec3 tangent, binormal;
////fog "include"////////
uniform int fogType;
void fog_Func(int type);
// uniform int fogType;
//
// void fog_Func(int type);
/////////////////////////
void main(void)
@ -28,8 +28,8 @@ void main(void)
VBinormal = gl_NormalMatrix * binormal;
gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
fog_Func(fogType);
// fog_Func(fogType);
}

View file

@ -18,9 +18,9 @@ uniform float osg_SimulationTime;
uniform float WindE, WindN, spd, hdg;
////fog "include"////////
uniform int fogType;
void fog_Func(int type);
// uniform int fogType;
//
// void fog_Func(int type);
/////////////////////////
@ -72,6 +72,6 @@ void main(void)
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = ftransform();
fog_Func(fogType);
// fog_Func(fogType);
}

View file

@ -15,11 +15,17 @@ uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
varying vec4 waterTex1; //moving texcoords
varying vec4 waterTex2; //moving texcoords
varying vec4 waterTex4; //viewts
varying vec4 ecPosition;
//varying vec4 ecPosition;
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
void main(void)
{
const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
@ -96,19 +102,19 @@ void main(void)
//calculate fresnel
vec4 invfres = vec4( dot(vNorm, viewt) );
vec4 fres = vec4(1.0) + invfres;
vec4 fres = vec4(1.0) + invfres;
refl *= fres;
//calculate the fog factor
float fogFactor;
float fogCoord = ecPosition.z;
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
// float fogFactor;
// float fogCoord = ecPosition.z;
// const float LOG2 = 1.442695;
// fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
//
// if(gl_Fog.density == 1.0)
// fogFactor=1.0;
if(gl_Fog.density == 1.0)
fogFactor=1.0;
//calculate final colour
//calculate final colour
vec4 ambient_light = gl_LightSource[0].diffuse;
vec4 finalColor;
@ -122,5 +128,7 @@ void main(void)
finalColor *= ambient_light;
gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
// gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
gl_FragColor = finalColor;
}

View file

@ -10,6 +10,11 @@ uniform sampler3D NoiseTex;
uniform float osg_SimulationTime;
//const float scale = 1.0;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
void main (void)
{
@ -19,18 +24,18 @@ void main (void)
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.00423+vec3(0.0,0.0,osg_SimulationTime*0.035217));
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212));
float fogFactor;
if (gl_Fog.density == 1.0)
{
fogFactor=1.0;
}
else
{
float fogCoord = ecPosition.z;
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
}
// float fogFactor;
// if (gl_Fog.density == 1.0)
// {
// fogFactor=1.0;
// }
// else
// {
// float fogCoord = ecPosition.z;
// const float LOG2 = 1.442695;
// fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
// fogFactor = clamp(fogFactor, 0.0, 1.0);
// }
float a=1.0;
float n=0.00;
@ -64,7 +69,7 @@ void main (void)
c1 = asin(vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0));
vec3 Eye = normalize(-ecPosition.xyz);
vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24))));
vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24))));
vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9);
vec3 bumped = max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0);
@ -82,5 +87,7 @@ void main (void)
c1 += gl_LightSource[0].specular * eyeFact * 4.0*bumpFact;
vec4 finalColor = c1;
gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
// gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
gl_FragColor = finalColor;
}

View file

@ -181,13 +181,13 @@ void main(void)
refl *= fres;
//calculate the fog factor
float fogFactor;
float fogCoord = ecPosition.z;
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
if(gl_Fog.density == 1.0)
fogFactor=1.0;
// float fogFactor;
// float fogCoord = ecPosition.z;
// const float LOG2 = 1.442695;
// fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
//
// if(gl_Fog.density == 1.0)
// fogFactor=1.0;
//calculate final colour
vec4 ambient_light = gl_LightSource[0].diffuse;
@ -203,7 +203,7 @@ void main(void)
//float waveSlope = mix(N0.g, N1.g, 0.25);
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
float waveSlope = N.g;
float waveSlope = N.g;
if (windEffect >= 8.0)
if (waveSlope >= foamSlope){

View file

@ -20,9 +20,9 @@ uniform float osg_SimulationTime;
uniform float WindE, WindN;
////fog "include"////////
uniform int fogType;
void fog_Func(int type);
// uniform int fogType;
//
// void fog_Func(int type);
/////////////////////////
/////// functions /////////
@ -66,6 +66,6 @@ void main(void)
rotationmatrix(Angle, RotationMatrix);
waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
fog_Func(fogType);
// fog_Func(fogType);
gl_Position = ftransform();
}

View file

@ -24,7 +24,7 @@ uniform int Status;
varying vec4 waterTex1; //moving texcoords
varying vec4 waterTex2; //moving texcoords
varying vec4 waterTex4; //viewts
varying vec4 ecPosition;
//varying vec4 ecPosition;
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
@ -263,7 +263,7 @@ void main(void)
if(cover >= 1.5){
refl= normalize(refTex);
}
}
else
{
refl = normalize(refTexGrey);
@ -291,7 +291,7 @@ void main(void)
N0 *= windEffect_low;
N1 *= windEffect_low;
N0.r += (ddx + ddx1 + ddx2 + ddx3);
N0.r += (ddx + ddx1 + ddx2 + ddx3);
N0.g += (ddy + ddy1 + ddy2 + ddy3);
vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
@ -335,7 +335,7 @@ void main(void)
//float waveSlope = mix(N0.g, N1.g, 0.25);
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
float waveSlope = N.g;
float waveSlope = N.g;
if (windEffect >= 8.0)
if (waveSlope >= foamSlope){