Cleanup a bit the transition shaders
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
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2 changed files with 19 additions and 76 deletions
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@ -1,10 +1,12 @@
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// -*-C++-*-
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// Texture switching based on face slope and snow level
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// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
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// <EFBFBD> Emilian Huminiuc 2011
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// © Emilian Huminiuc 2011
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// Ambient term comes in gl_Color.rgb.
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varying vec4 diffuse_term;
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#version 120
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varying vec4 RawPos;
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varying vec3 normal;
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varying vec3 Vnormal;
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@ -14,11 +16,11 @@ uniform float Transitions;
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uniform float InverseSlope;
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uniform float RainNorm;
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uniform float CloudCover0;
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uniform float CloudCover1;
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uniform float CloudCover2;
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uniform float CloudCover3;
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uniform float CloudCover4;
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uniform float CloudCover0;
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uniform float CloudCover1;
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uniform float CloudCover2;
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uniform float CloudCover3;
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uniform float CloudCover4;
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uniform sampler2D BaseTex;
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uniform sampler2D SecondTex;
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@ -64,7 +66,7 @@ void main()
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cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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Noise = texture3D(NoiseTex, RawPos.xyz*0.0011);
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Noise = texture3D(NoiseTex, RawPos.xyz * 0.0011);
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MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
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MixFactor *= 300.0;
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MixFactor = clamp(MixFactor, 0.0, 1.0);
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@ -76,16 +78,6 @@ void main()
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n = (2.0 * gl_Color.a - 1.0) * Vnormal;
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n = normalize(n);
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// NdotL = dot(n, lightDir);
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// if (NdotL > 0.0) {
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// color += diffuse_term * NdotL;
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// NdotHV = max(dot(n, halfVector), 0.0);
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// if (gl_FrontMaterial.shininess > 0.0)
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// specular.rgb = (gl_FrontMaterial.specular.rgb
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// * gl_LightSource[0].specular.rgb
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// * pow(NdotHV, gl_FrontMaterial.shininess));
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// }
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float nDotVP = max(0.0, dot(n, normalize(gl_LightSource[0].position.xyz)));
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float nDotHV = max(0.0, dot(n, normalize(gl_LightSource[0].halfVector.xyz)));
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vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
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@ -99,15 +91,11 @@ void main()
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specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pf;
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color = gl_FrontMaterial.emission +
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gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient) +
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vec4(1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient) +
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Diffuse * gl_FrontMaterial.diffuse;
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color += specular * gl_FrontMaterial.specular;
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color.a = diffuse_term.a;
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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@ -128,7 +116,6 @@ void main()
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//Do we do an intermediate transition
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if (Transitions >= 1.5) {
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if (slope >= L1) {
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//texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L1, L1 + 0.03 * MixFactor, slope));
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texel = baseTexel;
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}
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if (slope >= L2 && slope < L1){
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@ -1,65 +1,21 @@
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// -*-C++-*-
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// -*-C++-*-
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// Texture switching based on face slope and snow level
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// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
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// © Emilian Huminiuc 2011
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// Shader that uses OpenGL state values to do per-pixel lighting
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//
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// The only light used is gl_LightSource[0], which is assumed to be
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// directional.
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//
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// Diffuse colors come from the gl_Color, ambient from the material. This is
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// equivalent to osg::Material::DIFFUSE.
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#version 120
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#define MODE_OFF 0
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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// The constant term of the lighting equation that doesn't depend on
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// the surface normal is passed in gl_{Front,Back}Color. The alpha
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// component is set to 1 for front, 0 for back in order to work around
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// bugs with gl_FrontFacing in the fragment shader.
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varying vec4 diffuse_term, RawPos;
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varying vec3 normal, Vnormal;
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//varying float fogCoord;
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uniform int colorMode;
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// ////fog "include"////////
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// uniform int fogType;
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//
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// void fog_Func(int type);
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// /////////////////////////
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varying vec4 RawPos;
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varying vec3 normal;
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varying vec3 Vnormal;
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void main()
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{
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RawPos = gl_Vertex;
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//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = normalize(gl_Normal);
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Vnormal = gl_NormalMatrix * gl_Normal;
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vec4 ambient_color, diffuse_color;
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if (colorMode == MODE_DIFFUSE) {
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diffuse_color = gl_Color;
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ambient_color = gl_FrontMaterial.ambient;
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} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
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diffuse_color = gl_Color;
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ambient_color = gl_Color;
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} else {
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diffuse_color = gl_FrontMaterial.diffuse;
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ambient_color = gl_FrontMaterial.ambient;
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}
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diffuse_term = diffuse_color * gl_LightSource[0].diffuse;
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vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
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(gl_LightModel.ambient + gl_LightSource[0].ambient);
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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diffuse_term.a = gl_FrontMaterial.diffuse.a;
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else
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diffuse_term.a = gl_Color.a;
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// Another hack for supporting two-sided lighting without using
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// gl_FrontFacing in the fragment shader.
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gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
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gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
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//fogCoord = abs(ecPosition.z / ecPosition.w);
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//fog_Func(fogType);
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Vnormal = normalize(gl_NormalMatrix * gl_Normal);
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}
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