Improvements to ALS dirt runway shader effect
This commit is contained in:
parent
723c79b142
commit
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4 changed files with 207 additions and 23 deletions
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@ -19,6 +19,28 @@
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<wrap-t>repeat</wrap-t>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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<internal-format>normalized</internal-format>
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</texture>
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</texture>
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<texture n="18">
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<image>Textures/Terrain/grain_texture.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<strength_05m>0.5</strength_05m>
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<strength_1m>0.5</strength_1m>
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<strength_2m>0.0</strength_2m>
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<strength_5m>0.0</strength_5m>
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<strength_10m>0.0</strength_10m>
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<filter_threshold>0.5</filter_threshold>
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<filter_transition>0.2</filter_transition>
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<relief_strength>1.0</relief_strength>
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<bias_center>1</bias_center>
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<bias_center_strength>0.3</bias_center_strength>
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<size_base>100.0</size_base>
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<size_overlay>30.0</size_overlay>
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<size_grain>30.0</size_grain>
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<grain_strength>1.0</grain_strength>
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</parameters>
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</parameters>
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@ -99,12 +121,12 @@
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</texture-unit>
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</texture-unit>
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<texture-unit>
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<texture-unit>
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<unit>6</unit>
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<unit>6</unit>
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<type><use>texture[10]/type</use></type>
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<type><use>texture[18]/type</use></type>
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<image><use>texture[10]/image</use></image>
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<image><use>texture[18]/image</use></image>
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<filter><use>texture[10]/filter</use></filter>
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<filter><use>texture[18]/filter</use></filter>
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<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
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<wrap-s><use>texture[18]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
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<wrap-t><use>texture[18]/wrap-t</use></wrap-t>
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<internal-format><use>texture[10]/internal-format</use></internal-format>
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<internal-format><use>texture[18]/internal-format</use></internal-format>
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</texture-unit>
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</texture-unit>
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<texture-unit>
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<texture-unit>
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<unit>7</unit>
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<unit>7</unit>
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@ -188,6 +210,71 @@
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<type>float</type>
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<type>float</type>
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<value> <use>lichen_cover_factor</use></value>
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<value> <use>lichen_cover_factor</use></value>
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</uniform>
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</uniform>
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<uniform>
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<name>size_base</name>
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<type>float</type>
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<value> <use>size_base</use></value>
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</uniform>
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<uniform>
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<name>size_overlay</name>
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<type>float</type>
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<value><use>size_overlay</use></value>
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</uniform>
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<uniform>
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<name>size_grain</name>
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<type>float</type>
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<value><use>size_grain</use></value>
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</uniform>
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<uniform>
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<name>grain_strength</name>
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<type>float</type>
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<value><use>grain_strength</use></value>
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</uniform>
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<uniform>
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<name>strength_05m</name>
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<type>float</type>
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<value> <use>strength_05m</use></value>
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</uniform>
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<uniform>
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<name>strength_1m</name>
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<type>float</type>
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<value> <use>strength_1m</use></value>
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</uniform>
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<uniform>
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<name>strength_2m</name>
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<type>float</type>
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<value> <use>strength_2m</use></value>
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</uniform>
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<uniform>
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<name>strength_5m</name>
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<type>float</type>
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<value> <use>strength_5m</use></value>
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</uniform>
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<uniform>
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<name>strength_10m</name>
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<type>float</type>
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<value> <use>strength_10m</use></value>
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</uniform>
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<uniform>
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<name>filter_transition</name>
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<type>float</type>
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<value> <use>filter_transition</use></value>
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</uniform>
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<uniform>
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<name>filter_threshold</name>
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<type>float</type>
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<value> <use>filter_threshold</use></value>
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</uniform>
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<uniform>
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<name>relief_strength</name>
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<type>float</type>
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<value> <use>relief_strength</use></value>
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</uniform>
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<uniform>
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<name>bias_center_strength</name>
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<type>float</type>
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<value><use>bias_center_strength</use></value>
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</uniform>
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<uniform>
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<uniform>
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<name>wetness</name>
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<name>wetness</name>
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<type>float</type>
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<type>float</type>
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@ -443,6 +530,11 @@
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<type>int</type>
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<type>int</type>
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<value><use>cloud_shadow_flag</use></value>
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<value><use>cloud_shadow_flag</use></value>
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</uniform>
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</uniform>
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<uniform>
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<name>bias_center</name>
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<type>int</type>
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<value><use>bias_center</use></value>
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</uniform>
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<uniform>
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<uniform>
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<name>quality_level</name>
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<name>quality_level</name>
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<type>int</type>
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<type>int</type>
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@ -499,7 +591,7 @@
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<value type="int">5</value>
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<value type="int">5</value>
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</uniform>
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</uniform>
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<uniform>
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<uniform>
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<name>snow_texture</name>
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<name>grain_texture</name>
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<type>sampler-2d</type>
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<type>sampler-2d</type>
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<value type="int">6</value>
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<value type="int">6</value>
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</uniform>
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</uniform>
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@ -522,15 +522,14 @@
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<rolling-friction>0.1</rolling-friction>
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<rolling-friction>0.1</rolling-friction>
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<bumpiness>0.1</bumpiness>
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<bumpiness>0.1</bumpiness>
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<load-resistance>1e30</load-resistance>
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<load-resistance>1e30</load-resistance>
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<!-- uncomment this to get volumetric grass on airport keep
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<!-- uncomment this to get volumetric grass on airport keep-->
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<!--<wood-coverage>10.0</wood-coverage>
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<wood-coverage>10.0</wood-coverage>
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<tree-texture>Trees/grass_blades.png</tree-texture>
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<tree-texture>Trees/grass_blades.png</tree-texture>
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<tree-varieties>1</tree-varieties>
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<tree-varieties>1</tree-varieties>
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<tree-range-m>200.0</tree-range-m>
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<tree-range-m>200.0</tree-range-m>
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<tree-height-m>0.3</tree-height-m>
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<tree-height-m>0.3</tree-height-m>
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<tree-width-m>1.0</tree-width-m>
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<tree-width-m>1.0</tree-width-m>
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-->
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<tree-effect>Effects/tree-grass</tree-effect>-->
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</material>
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</material>
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<!-- default mixed crop -->
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<!-- default mixed crop -->
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@ -5,8 +5,34 @@
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<material>
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<material>
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<name>grass_rwy</name>
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<name>grass_rwy</name>
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<effect>Effects/airfield</effect>
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<!--<effect>Effects/airfield</effect>-->
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<effect>Effects/dirt-runway</effect>
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<texture-set>
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<texture>Runway/dirt_rwy.png</texture>
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<texture n="16">Terrain/sand_hires_ochre.png</texture>
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<texture n="17">Terrain/airport_grass2.png</texture>
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</texture-set>
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<parameters>
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<strength_05m>0.3</strength_05m>
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<strength_1m>0.4</strength_1m>
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<strength_2m>0.0</strength_2m>
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<strength_5m>0.1</strength_5m>
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<strength_10m>0.2</strength_10m>
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<filter_threshold>0.15</filter_threshold>
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<filter_transition>0.1</filter_transition>
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<bias_center>1</bias_center>
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<bias_center_strength>0.6</bias_center_strength>
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<relief_strength>0.35</relief_strength>
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<size_base>25.0</size_base>
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<size_overlay>30.0</size_overlay>
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<size_grain>50.0</size_grain>
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<grain_strength>0.8</grain_strength>
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</parameters>
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<texture-set>
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<texture>Runway/grass_rwy.png</texture>
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<texture>Runway/grass_rwy.png</texture>
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<texture n="16">Terrain/airport_grass2.png</texture>
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<texture n="17">Terrain/sand_hires_ochre.png</texture>
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</texture-set>
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<xsize>75</xsize>
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<xsize>75</xsize>
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<ysize>75</ysize>
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<ysize>75</ysize>
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<solid>1</solid>
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<solid>1</solid>
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@ -26,8 +52,29 @@
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</material>
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</material>
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<material>
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<material>
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<effect>Effects/dirt-runway</effect>
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<name>lakebed_taxiway</name>
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<name>lakebed_taxiway</name>
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<texture-set>
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<texture>Runway/lakebed_taxiway.png</texture>
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<texture>Runway/lakebed_taxiway.png</texture>
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<texture n="16">Terrain/sand_hires.png</texture>
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<texture n="17">Terrain/sand1.png</texture>
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</texture-set>
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<parameters>
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<strength_05m>0.0</strength_05m>
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<strength_1m>0.4</strength_1m>
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<strength_2m>0.3</strength_2m>
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<strength_5m>0.2</strength_5m>
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<strength_10m>0.1</strength_10m>
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<filter_threshold>0.2</filter_threshold>
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<filter_transition>0.2</filter_transition>
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<bias_center>1</bias_center>
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<bias_center_strength>0.6</bias_center_strength>
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<relief_strength>0.35</relief_strength>
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<size_base>25.0</size_base>
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<size_overlay>100.0</size_overlay>
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<size_grain>100.0</size_grain>
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<grain_strength>0.3</grain_strength>
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</parameters>
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<rolling-friction>0.04</rolling-friction>
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<rolling-friction>0.04</rolling-friction>
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<bumpiness>0.05</bumpiness>
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<bumpiness>0.05</bumpiness>
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</material>
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</material>
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@ -12,6 +12,7 @@ varying vec3 ecViewdir;
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uniform sampler2D texture;
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uniform sampler2D texture;
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uniform sampler2D NormalTex;
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uniform sampler2D NormalTex;
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uniform sampler2D mix_texture;
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uniform sampler2D mix_texture;
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uniform sampler2D grain_texture;
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varying float steepness;
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varying float steepness;
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@ -27,6 +28,19 @@ uniform float eye_alt;
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uniform float snowlevel;
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uniform float snowlevel;
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uniform float dust_cover_factor;
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uniform float dust_cover_factor;
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uniform float lichen_cover_factor;
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uniform float lichen_cover_factor;
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uniform float filter_threshold;
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uniform float filter_transition;
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uniform float size_base;
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uniform float size_overlay;
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uniform float size_grain;
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uniform float strength_05m;
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uniform float strength_1m;
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uniform float strength_2m;
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uniform float strength_5m;
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uniform float strength_10m;
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uniform float relief_strength;
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uniform float grain_strength;
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uniform float bias_center_strength;
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uniform float wetness;
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uniform float wetness;
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uniform float fogstructure;
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uniform float fogstructure;
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uniform float snow_thickness_factor;
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uniform float snow_thickness_factor;
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@ -39,6 +53,7 @@ uniform float air_pollution;
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uniform int quality_level;
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uniform int quality_level;
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uniform int tquality_level;
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uniform int tquality_level;
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uniform int cloud_shadow_flag;
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uniform int cloud_shadow_flag;
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uniform int bias_center;
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uniform int use_searchlight;
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uniform int use_searchlight;
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uniform int use_landing_light;
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uniform int use_landing_light;
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uniform int use_alt_landing_light;
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uniform int use_alt_landing_light;
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{
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{
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yprime_alt = diffuse_term.a;
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yprime_alt = diffuse_term.a;
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//diffuse_term.a = 1.0;
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//diffuse_term.a = 1.0;
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mie_angle = gl_Color.a;
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mie_angle = gl_Color.a;
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vec4 texel;
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vec4 texel;
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vec4 snow_texel;
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vec4 snow_texel;
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vec4 detail_texel;
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vec4 mix_texel;
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vec4 mix_texel;
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vec4 grain_texel;
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vec4 fragColor;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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vec4 specular = vec4(0.0);
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float intensity;
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float intensity;
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@ -115,11 +131,12 @@ float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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// 2000m: overlay, detail, snow, fog
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// 2000m: overlay, detail, snow, fog
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float noise_01m;
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float noise_01m;
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float noise_05m = Noise2D(rawPos.xy, 0.5);
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float noise_1m = Noise2D(rawPos.xy, 1.0);
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float noise_1m = Noise2D(rawPos.xy, 1.0);
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float noise_10m;
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float noise_2m = Noise2D(rawPos.xy, 2.0);
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float noise_5m;
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float noise_10m = Noise2D(rawPos.xy, 10.0);
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noise_10m = Noise2D(rawPos.xy, 10.0);
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float noise_5m = Noise2D(rawPos.xy ,5.0);
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noise_5m = Noise2D(rawPos.xy ,5.0);
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float noisegrad_10m;
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float noisegrad_10m;
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float noisegrad_5m;
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float noisegrad_5m;
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@ -139,9 +156,13 @@ 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);
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//texel = texture2D(texture, gl_TexCoord[0].st);
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mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 5.0);
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//mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 5.0);
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texel = texture2D(texture, rawPos * 1.0/size_base);
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mix_texel = texture2D(mix_texture, rawPos * 1.0/size_overlay);
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grain_texel = texture2D(grain_texture, rawPos * 1.0/size_grain);
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vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * 8.0);
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vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * 8.0);
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//vec4 nmap = texture2D(NormalTex, rawPos * 0.01);
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vec3 N = nmap.rgb * 2.0 - 1.0;
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vec3 N = nmap.rgb * 2.0 - 1.0;
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float distortion_factor = 1.0;
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float distortion_factor = 1.0;
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@ -152,8 +173,33 @@ float noise_2000m = Noise2D(rawPos.xy, 2000.0);
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float snow_alpha;
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float snow_alpha;
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noise_term = smoothstep(0.8,1.0,noise_1m);
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//noise_term = smoothstep(overlay_limit ,1.0,noise_1m);
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texel = mix(texel, mix_texel, noise_term);
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//noise_term = smoothstep(overlay_limit, 1.0, 0.5 * noise_1m + 0.5 * noise_10m);
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noise_term = strength_05m * noise_05m;
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noise_term += strength_1m * noise_1m;
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noise_term += strength_2m * noise_2m;
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noise_term += strength_5m * noise_5m;
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noise_term += strength_10m * noise_10m;
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||||||
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||||||
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||||||
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||||||
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if (bias_center == 1)
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||||||
|
{
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||||||
|
float centerness = smoothstep(0.02, 0.1, (0.14 - abs(gl_TexCoord[0].s - 0.14)));
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centerness *= smoothstep(0.05, 0.15, gl_TexCoord[0].t);
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centerness = 1.0 - centerness;
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||||||
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||||||
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noise_term *= (1.0 - bias_center_strength) + bias_center_strength * centerness;
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||||||
|
noise_term = clamp(noise_term, 0.0, 1.0);
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||||||
|
}
|
||||||
|
|
||||||
|
float filtered_noise_term = smoothstep(filter_threshold, filter_threshold + filter_transition, noise_term);
|
||||||
|
|
||||||
|
texel = mix(texel, mix_texel, filtered_noise_term);
|
||||||
|
|
||||||
|
texel.rgb = mix(texel.rgb, grain_texel.rgb, grain_strength * grain_texel.a * (1.0 - noise_term));// * (1.0-smoothstep(2000.0,5000.0, dist)));
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//float view_angle = abs(dot(normal, normalize(ecViewdir)));
|
//float view_angle = abs(dot(normal, normalize(ecViewdir)));
|
||||||
|
|
||||||
|
@ -232,7 +278,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
||||||
|
|
||||||
if (quality_level > 4)
|
if (quality_level > 4)
|
||||||
{
|
{
|
||||||
NdotL = NdotL + (3.0 * N.r + 0.1 * (noise_01m-0.5))* (1.0 - water_factor) ;
|
NdotL = NdotL + (3.0 * N.r + 0.1 * (noise_01m-0.5))* (1.0 - water_factor) * relief_strength;
|
||||||
//NdotL = NdotL + 3.0 * N.r + 0.1 * (noise_01m-0.5) ;
|
//NdotL = NdotL + 3.0 * N.r + 0.1 * (noise_01m-0.5) ;
|
||||||
}
|
}
|
||||||
if (NdotL > 0.0) {
|
if (NdotL > 0.0) {
|
||||||
|
|
Loading…
Reference in a new issue