diff --git a/Effects/forest.eff b/Effects/forest.eff
index eba84aca1..0e28433db 100644
--- a/Effects/forest.eff
+++ b/Effects/forest.eff
@@ -23,8 +23,22 @@
repeat
normalized
+
+ Textures.high/Terrain/forest-relief.png
+ linear-mipmap-linear
+ repeat
+ repeat
+ normalized
+
+ 0.01
+ 15.0
+
+
+ 6
+ 7
+
@@ -97,10 +111,27 @@
-
+
+ 5
+
+
+
+
+
+
+
+
Shaders/forest.vert
Shaders/forest.frag
+
+ tangent
+ 6
+
+
+ binormal
+ 7
+
NoiseTex
@@ -122,11 +153,26 @@
sampler-1d
3
+
+ NormalTex
+ sampler-2d
+ 5
+
+
+ depth_factor
+ float
+
+
snowlevel
float
+
+ quality_level
+ float
+
+
diff --git a/Effects/glacier.eff b/Effects/glacier.eff
index a161886a3..dd477f7b8 100644
--- a/Effects/glacier.eff
+++ b/Effects/glacier.eff
@@ -23,8 +23,22 @@
repeat
normalized
+
+ Textures.high/Terrain/forest-relief.png
+ linear-mipmap-linear
+ repeat
+ repeat
+ normalized
+
+ 0.01
+ 15.0
+
+
+ 6
+ 7
+
@@ -97,10 +111,27 @@
-
+
+ 5
+
+
+
+
+
+
+
+
Shaders/forest.vert
Shaders/forest.frag
+
+ tangent
+ 6
+
+
+ binormal
+ 7
+
NoiseTex
@@ -122,11 +153,26 @@
sampler-1d
3
+
+ NormalTex
+ sampler-2d
+ 5
+
+
+ depth_factor
+ float
+
+
snowlevel
float
+
+ quality_level
+ float
+
+
diff --git a/Effects/herbtundra.eff b/Effects/herbtundra.eff
index 87e6babdf..5a180b4a7 100644
--- a/Effects/herbtundra.eff
+++ b/Effects/herbtundra.eff
@@ -23,8 +23,22 @@
repeat
normalized
+
+ Textures.high/Terrain/forest-relief.png
+ linear-mipmap-linear
+ repeat
+ repeat
+ normalized
+
+ 0.01
+ 15.0
+
+
+ 6
+ 7
+
@@ -97,10 +111,27 @@
-
+
+ 5
+
+
+
+
+
+
+
+
Shaders/forest.vert
Shaders/forest.frag
+
+ tangent
+ 6
+
+
+ binormal
+ 7
+
NoiseTex
@@ -122,11 +153,26 @@
sampler-1d
3
+
+ NormalTex
+ sampler-2d
+ 5
+
+
+ depth_factor
+ float
+
+
snowlevel
float
+
+ quality_level
+ float
+
+
diff --git a/Shaders/forest.frag b/Shaders/forest.frag
index 7739a6677..6fc1bf12d 100644
--- a/Shaders/forest.frag
+++ b/Shaders/forest.frag
@@ -1,23 +1,90 @@
#version 120
-varying vec4 rawpos;
+varying vec4 rawpos;
varying vec4 ecPosition;
+varying vec3 VTangent;
+varying vec3 VBinormal;
varying vec3 VNormal;
varying vec3 Normal;
+varying float bump;
uniform sampler3D NoiseTex;
uniform sampler2D SampleTex;
uniform sampler1D ColorsTex;
uniform sampler2D SampleTex2;
+uniform sampler2D NormalTex;
+uniform float depth_factor;
+uniform float quality_level; // From /sim/rendering/quality-level
uniform float snowlevel; // From /sim/rendering/snow-level-m
const float scale = 1.0;
+int linear_search_steps = 10;
+
+float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
+{
+
+ float size = 1.0 / float(linear_search_steps);
+ float depth = 0.0;
+ float best_depth = 1.0;
+
+ for(int i = 0; i < linear_search_steps - 1; ++i)
+ {
+ depth += size;
+ float t = texture2D(reliefMap, dp + ds * depth).a;
+ if(best_depth > 0.996)
+ if(depth >= t)
+ best_depth = depth;
+ }
+ depth = best_depth;
+
+ const int binary_search_steps = 5;
+
+ for(int i = 0; i < binary_search_steps; ++i)
+ {
+ size *= 0.5;
+ float t = texture2D(reliefMap, dp + ds * depth).a;
+ if(depth >= t)
+ {
+ best_depth = depth;
+ depth -= 2.0 * size;
+ }
+ depth += size;
+ }
+
+ return(best_depth);
+}
void main (void)
{
+ if ( quality_level >= 3.5 ) {
+ linear_search_steps = 20;
+ }
+ vec2 uv, dp, ds;
+ vec3 N;
+ float d;
+ if ( bump > 0.9 && quality_level >= 2.0 )
+ {
+ vec3 V = normalize(ecPosition.xyz);
+ float a = dot(VNormal, -V);
+ vec2 s = vec2(dot(V, VTangent), dot(V, VBinormal));
+ s *= depth_factor / a;
+ ds = s;
+ dp = gl_TexCoord[0].st;
+ d = ray_intersect(NormalTex, dp, ds);
+
+ uv = dp + ds * d;
+ N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
+ }
+ else
+ {
+ uv = gl_TexCoord[0].st;
+ N = vec3(0.0, 0.0, 1.0);
+ }
+
+
vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144);
vec4 basecolor2 = texture2D(SampleTex2, rawpos.xy*0.000144);
@@ -89,13 +156,32 @@ void main (void)
c1 = mix(c1, c5, clamp(0.65, -n, 0.6));
}
+ N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
+ vec3 l = gl_LightSource[0].position.xyz;
+ vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
+ float shadow_factor = 1.0;
+
+ vec4 constantColor = vec4(1.0, 1.0, 1.0, 1.0);
+
+ // Shadow
+ if ( quality_level >= 3.0 ) {
+ dp += ds * d;
+ 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(NormalTex, dp, ds);
+ if ( dl < d - 0.05 )
+ shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
+ }
+ // end shadow
+
//old 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));
- vec3 diffuse = gl_Color.rgb * max(0.4, dot(VNormal, gl_LightSource[0].position.xyz));
- vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
+ //diffuse = gl_Color.rgb * max(0.4, dot(VNormal, gl_LightSource[0].position.xyz));
+ vec4 ambient_light = gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
c1 *= ambient_light;
vec4 finalColor = c1;
diff --git a/Shaders/forest.vert b/Shaders/forest.vert
index 631133d09..de27c5ac3 100644
--- a/Shaders/forest.vert
+++ b/Shaders/forest.vert
@@ -1,19 +1,28 @@
-#version 120
+varying vec4 rawpos;
+varying vec4 ecPosition;
+varying vec3 VNormal;
+varying vec3 VTangent;
+varying vec3 VBinormal;
+varying vec3 Normal;
+varying vec4 constantColor;
+varying float bump;
-varying vec4 rawpos;
-varying vec4 ecPosition;
-varying vec3 VNormal;
-varying vec3 Normal;
+attribute vec3 tangent;
+attribute vec3 binormal;
void main(void)
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
rawpos = gl_Vertex;
- ecPosition = gl_ModelViewMatrix * gl_Vertex;
- VNormal = normalize(gl_NormalMatrix * gl_Normal);
+ ecPosition = gl_ModelViewMatrix * rawpos;
Normal = normalize(gl_Normal);
-
- gl_FrontColor = gl_Color;
+ VNormal = gl_NormalMatrix * gl_Normal;
+ VTangent = gl_NormalMatrix * tangent;
+ VBinormal = gl_NormalMatrix * binormal;
+ bump = 1.0;
+
+ gl_FrontColor = gl_Color;
+ constantColor = gl_FrontMaterial.emission
+ + gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}