Merge branch 'master' of git://gitorious.org/fg/fgdata
This commit is contained in:
commit
a24021a33f
13 changed files with 68 additions and 64 deletions
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@ -15,11 +15,13 @@ void main() {
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// Position and scaling
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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float sr = sin(gl_FogCoord);
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float cr = cos(gl_FogCoord);
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float sr = sin(gl_FogCoord + gl_Color.x);
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float cr = cos(gl_FogCoord + gl_Color.x);
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// Rotation of the generic quad to specific one for the tree.
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position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
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// Move to correct location (stored in gl_Color)
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position = position + gl_Color.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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@ -56,8 +56,8 @@ void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad)
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float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts;
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//combine relative speeds north and east to get relative windspeed in kts
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rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2)
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+ pow(abs(rel_wind_speed_from_north_kts), 2));
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rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2.0)
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+ pow(abs(rel_wind_speed_from_north_kts), 2.0));
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//calculate the relative wind direction
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float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts));
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@ -79,8 +79,8 @@ void main()
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{
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mat4 RotationMatrix;
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float relWindspd=0;
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float relWinddir=0;
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float relWindspd=0.0;
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float relWinddir=0.0;
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// compute relative wind speed and direction
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relWind (relWindspd, relWinddir);
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@ -93,9 +93,9 @@ void main()
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vec4 pos = gl_Vertex;
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vec4 oldpos = gl_Vertex;
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float freq = (10 * relWindspd) + 10;
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float freq = (10.0 * relWindspd) + 10.0;
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pos.y = sin((pos.x * 5.0 + tsec * freq )/5.0) * 0.5 ;
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pos.y += sin((pos.z * 5.0 + tsec * freq/2)/5.0) * 0.125 ;
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pos.y += sin((pos.z * 5.0 + tsec * freq/2.0)/5.0) * 0.125 ;
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pos.y *= pow(pos.x - Offset, 2.0) * AmpFactor;
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@ -28,9 +28,6 @@ varying float earthShade;
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varying float yprime_alt;
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varying float mie_angle;
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uniform int colorMode;
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uniform float hazeLayerAltitude;
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uniform float terminator;
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@ -41,7 +38,6 @@ uniform float overcast;
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//uniform float scattering;
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uniform float ground_scattering;
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// This is the value used in the skydome scattering shader - use the same here for consistency?
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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@ -75,8 +71,12 @@ void main()
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float numVarieties = gl_Normal.z;
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float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
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texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
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float sr = sin(gl_FogCoord);
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float cr = cos(gl_FogCoord);
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// Determine the rotation for the tree. The Fog Coordinate provides rotation information
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// to rotate one of the quands by 90 degrees. We then apply an additional position seed
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// so that trees aren't all oriented N/S
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float sr = sin(gl_FogCoord + gl_Color.x);
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float cr = cos(gl_FogCoord + gl_Color.x);
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gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
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// scaling
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@ -84,6 +84,8 @@ void main()
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// Rotation of the generic quad to specific one for the tree.
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position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
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// Move to correct location (stored in gl_Color)
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position = position + gl_Color.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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@ -76,7 +76,7 @@ void main (void)
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//vec3 ambient = fg_SunAmbientColor.rgb;
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vec3 N;
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vec3 dotN;
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission,
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
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vec3( 0.3, 0.59, 0.11 ) );
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float pf;
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@ -86,10 +86,10 @@ void main(void)
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cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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} else {
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// hack to allow for Overcast not to be set by Local Weather
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if (Overcast == 0){
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cover = 5;
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if (Overcast == 0.0){
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cover = 5.0;
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} else {
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cover = Overcast * 5;
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cover = Overcast * 5.0;
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}
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}
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@ -207,5 +207,5 @@ void main(void)
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vec3( 0.3, 0.59, 0.11 )
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);
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float specular = smoothstep(0.0, 3.5, cover);
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encode_gbuffer(Normal, finalColor.rgb, 254, specular, 128, emission, gl_FragCoord.z);
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encode_gbuffer(Normal, finalColor.rgb, 254, specular, 128.0, emission, gl_FragCoord.z);
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}
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@ -48,7 +48,7 @@ void main(void)
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float Angle;
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float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
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float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05;
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if (WindN == 0.0 && WindE == 0.0) {
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Angle = 0.0;
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@ -94,10 +94,10 @@ void main(void)
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cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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} else {
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// hack to allow for Overcast not to be set by Local Weather
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if (Overcast == 0){
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cover = 5;
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if (Overcast == 0.0){
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cover = 5.0;
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} else {
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cover = Overcast * 5;
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cover = Overcast * 5.0;
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}
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}
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@ -1,9 +1,9 @@
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// This shader is mostly an adaptation of the shader found at
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// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
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// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
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// © Michael Horsch - 2005
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// Michael Horsch - 2005
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// Major update and revisions - 2011-10-07
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// © Emilian Huminiuc and Vivian Meazza
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// Emilian Huminiuc and Vivian Meazza
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#version 120
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@ -39,7 +39,7 @@ void main(void)
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float Angle;
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float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
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float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05;
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if (WindN == 0.0 && WindE == 0.0) {
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Angle = 0.0;
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@ -115,7 +115,7 @@ void sumWaves(float angle, float dangle, float windScale, float factor, out floa
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{
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mat4 RotationMatrix;
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float deriv;
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vec4 P = waterTex1 * 1024;
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vec4 P = waterTex1 * 1024.0;
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rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
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P *= RotationMatrix;
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@ -239,17 +239,17 @@ void main(void)
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wave0.amp = WaveAmp;
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wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 45;
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angle -= 45.0;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = WaveAmp * 1.25;
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wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle += 30;
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angle += 30.0;
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wave2.freq = WaveFreq * 3.5;
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wave2.amp = WaveAmp * 0.75;
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wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 50;
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angle -= 50.0;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = WaveAmp * 0.75;
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wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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@ -270,17 +270,17 @@ void main(void)
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wave0.amp = waveamp;
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wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 20;
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angle -= 20.0;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = waveamp * 1.25;
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wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle += 35;
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angle += 35.0;
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wave2.freq = WaveFreq * 3.5;
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wave2.amp = waveamp * 0.75;
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wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 45;
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angle -= 45.0;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = waveamp * 0.75;
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wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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@ -83,7 +83,7 @@ void main(void)
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float Angle;
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float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
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float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05;
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if (WindN == 0.0 && WindE == 0.0) {
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Angle = 0.0;
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}else{
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@ -97,7 +97,7 @@ float evaluateWaveSharp(Wave w, vec2 pos, float t, float k)
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float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k)
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{
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return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase) ;
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return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1.0) * cos( dot(w.dir, pos)*w.freq + t*w.phase) ;
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}
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void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy)
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@ -192,17 +192,17 @@ void main(void)
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wave0.amp = WaveAmp ;
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wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
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angle -= 45 ;
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angle -= 45.0 ;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = WaveAmp * 1.25 ;
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wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
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angle += 30;
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angle += 30.0;
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wave2.freq = WaveFreq * 3.5 ;
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wave2.amp = WaveAmp * 0.75 ;
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wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
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angle -= 50 ;
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angle -= 50.0 ;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = WaveAmp * 0.75 ;
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wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
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@ -223,17 +223,17 @@ void main(void)
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wave0.amp = waveamp ;
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wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
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angle -= 20 ;
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angle -= 20.0 ;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = waveamp * 1.25 ;
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wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
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angle += 35 ;
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angle += 35.0 ;
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wave2.freq = WaveFreq * 3.5 ;
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wave2.amp = waveamp * 0.75 ;
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wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
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angle -= 45 ;
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angle -= 45.0 ;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = waveamp * 0.75 ;
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wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))) ;
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@ -259,10 +259,10 @@ void main(void)
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cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4) ;
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} else {
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// hack to allow for Overcast not to be set by Local Weather
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if (Overcast == 0){
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cover = 5;
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if (Overcast == 0.0){
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cover = 5.0;
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} else {
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cover = Overcast * 5;
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cover = Overcast * 5.0;
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}
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}
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@ -90,7 +90,7 @@ float evaluateWaveSharp(Wave w, vec2 pos, float t, float k)
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float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k)
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{
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return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase);
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return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1.0) * cos( dot(w.dir, pos)*w.freq + t*w.phase);
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}
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void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy)
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@ -173,7 +173,7 @@ void main(void)
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//uncomment to test
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//range = -20000;
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if (range > -15000 || dot(Normal,H) > 0.95 ) {
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if (range > -15000.0 || dot(Normal,H) > 0.95 ) {
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float ddx = 0.0, ddy = 0.0;
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float ddx1 = 0.0, ddy1 = 0.0;
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@ -187,17 +187,17 @@ void main(void)
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wave0.amp = WaveAmp;
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wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 45;
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angle -= 45.0;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = WaveAmp * 1.25;
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wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle += 30;
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angle += 30.0;
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wave2.freq = WaveFreq * 3.5;
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wave2.amp = WaveAmp * 0.75;
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wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 50;
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angle -= 50.0;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = WaveAmp * 0.75;
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wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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@ -218,17 +218,17 @@ void main(void)
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wave0.amp = waveamp;
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wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 20;
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angle -= 20.0;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = waveamp * 1.25;
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wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle += 35;
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angle += 35.0;
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wave2.freq = WaveFreq * 3.5;
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wave2.amp = waveamp * 0.75;
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wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 45;
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angle -= 45.0;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = waveamp * 0.75;
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wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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@ -86,7 +86,7 @@
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i = 0;
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foreach (var park; a.parking()) {
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parking.getNode("value[" ~ i ~ "]", 1).setValue(park);
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parking.getNode("value[" ~ i ~ "]", 1).setValue(park.name);
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i += 1;
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}
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