Urban shader for Rembrandt: comment out snow and night light for the moment
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02bd978ee9
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1 changed files with 20 additions and 19 deletions
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@ -179,10 +179,11 @@ void main (void)
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float d = ray_intersect(dp, ds);
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vec2 uv = dp + ds * d;
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vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
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vec3 N = texture2D(NormalTex, uv).xyz;
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float emis = N.z;
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N = N * 2.0 - 1.0;
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N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy)));
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float Nz = N.z;
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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@ -190,32 +191,32 @@ void main (void)
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vec4 ambient_light = constantColor + vec4(gl_Color.rgb, 1.0);
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vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
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vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
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// vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
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// vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
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float n=0.06;
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n += nvL[0]*0.4;
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n += nvL[1]*0.6;
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n += nvL[2]*2.0;
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n += nvL[3]*4.0;
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n += noisevec[0]*0.1;
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n += noisevec[1]*0.4;
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// float n=0.06;
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// n += nvL[0]*0.4;
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// n += nvL[1]*0.6;
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// n += nvL[2]*2.0;
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// n += nvL[3]*4.0;
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// n += noisevec[0]*0.1;
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// n += noisevec[1]*0.4;
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n += noisevec[2]*0.8;
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n += noisevec[3]*2.1;
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n = mix(0.6, n, length(ecPosition.xyz) );
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// n += noisevec[2]*0.8;
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// n += noisevec[3]*2.1;
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// n = mix(0.6, n, length(ecPosition.xyz) );
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vec4 finalColor = texture2D(BaseTex, uv);
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finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0),
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step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
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finalColor *= ambient_light;
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// finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0),
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// step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
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// finalColor *= ambient_light;
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vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
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vec4 iproj = gl_ProjectionMatrix * p;
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iproj /= iproj.w;
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gl_FragData[1] = vec4( finalColor.rgb, 1.0 / 255.0 );
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gl_FragData[2] = vec4( dot(specular.xyz,vec3(0.3, 0.59, 0.11 )), specular.w, 0.0, 1.0 );
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gl_FragData[2] = vec4( dot(specular.xyz,vec3(0.3, 0.59, 0.11 )), specular.w/128.0, 0.0, 1.0 );
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gl_FragDepth = (iproj.z + 1.0) / 2.0;
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}
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