Standardize fog
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
parent
47ec25ba08
commit
a37de2ec49
2 changed files with 133 additions and 115 deletions
|
@ -18,126 +18,135 @@ uniform float snowlevel; // From /sim/rendering/snow-level-m
|
|||
const float scale = 1.0;
|
||||
int linear_search_steps = 10;
|
||||
|
||||
////fog "include" /////
|
||||
uniform int fogType;
|
||||
|
||||
vec3 fog_Func(vec3 color, int type);
|
||||
//////////////////////
|
||||
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
}
|
||||
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);
|
||||
}
|
||||
return(best_depth);
|
||||
}
|
||||
|
||||
void main (void)
|
||||
{
|
||||
float bump = 1.0;
|
||||
{
|
||||
float bump = 1.0;
|
||||
|
||||
if ( quality_level >= 3.0 ) {
|
||||
linear_search_steps = 20;
|
||||
}
|
||||
if ( quality_level >= 3.0 ) {
|
||||
linear_search_steps = 20;
|
||||
}
|
||||
|
||||
vec2 uv, dp = vec2(0, 0), ds = vec2(0, 0);
|
||||
vec3 N;
|
||||
float d = 0;
|
||||
if ( bump > 0.9 && quality_level >= 2.0 && quality_level < 3.5)
|
||||
{
|
||||
vec3 V = normalize(ecPosition.xyz);
|
||||
float a = dot(VNormal, -V);
|
||||
vec2 s = vec2(dot(V, VTangent), dot(V, VBinormal));
|
||||
vec2 uv, dp = vec2(0, 0), ds = vec2(0, 0);
|
||||
vec3 N;
|
||||
float d = 0;
|
||||
if ( bump > 0.9 && quality_level > 2.0 && quality_level <= 4.0)
|
||||
{
|
||||
vec3 V = normalize(ecPosition.xyz);
|
||||
float a = dot(VNormal, -V);
|
||||
vec2 s = vec2(dot(V, VTangent), dot(V, VBinormal));
|
||||
|
||||
// prevent a divide by zero
|
||||
if (a > -1e-3 && a < 1e-3) a = 1e-3;
|
||||
s *= depth_factor / a;
|
||||
ds = s;
|
||||
dp = gl_TexCoord[0].st;
|
||||
d = ray_intersect(NormalTex, dp, ds);
|
||||
// prevent a divide by zero
|
||||
if (a > -1e-3 && a < 1e-3) a = 1e-3;
|
||||
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);
|
||||
}
|
||||
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 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
|
||||
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
|
||||
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
|
||||
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
|
||||
|
||||
float fogFactor;
|
||||
float fogCoord = ecPosition.z;
|
||||
const float LOG2 = 1.442695;
|
||||
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
||||
float biasFactor = fogFactor = clamp(fogFactor, 0.0, 1.0);
|
||||
float fogFactor;
|
||||
float fogCoord = ecPosition.z;
|
||||
const float LOG2 = 1.442695;
|
||||
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
||||
float biasFactor = fogFactor = clamp(fogFactor, 0.0, 1.0);
|
||||
|
||||
float n=0.06;
|
||||
n += nvL[0]*0.4;
|
||||
n += nvL[1]*0.6;
|
||||
n += nvL[2]*2.0;
|
||||
n += nvL[3]*4.0;
|
||||
n += noisevec[0]*0.1;
|
||||
n += noisevec[1]*0.4;
|
||||
float n=0.06;
|
||||
n += nvL[0]*0.4;
|
||||
n += nvL[1]*0.6;
|
||||
n += nvL[2]*2.0;
|
||||
n += nvL[3]*4.0;
|
||||
n += noisevec[0]*0.1;
|
||||
n += noisevec[1]*0.4;
|
||||
|
||||
n += noisevec[2]*0.8;
|
||||
n += noisevec[3]*2.1;
|
||||
n = mix(0.6, n, biasFactor);
|
||||
// good
|
||||
vec4 c1 = texture2D(BaseTex, uv);
|
||||
//brown
|
||||
//c1 = mix(c1, vec4(n-0.46, n-0.45, n-0.53, 1.0), smoothstep(0.50, 0.55, nvL[2]*6.6));
|
||||
//"steep = gray"
|
||||
c1 = mix(vec4(n-0.30, n-0.29, n-0.37, 1.0), c1, smoothstep(0.970, 0.990, abs(normalize(Normal).z)+nvL[2]*1.3));
|
||||
//"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));
|
||||
n += noisevec[2]*0.8;
|
||||
n += noisevec[3]*2.1;
|
||||
n = mix(0.6, n, biasFactor);
|
||||
// good
|
||||
vec4 c1 = texture2D(BaseTex, uv);
|
||||
//brown
|
||||
//c1 = mix(c1, vec4(n-0.46, n-0.45, n-0.53, 1.0), smoothstep(0.50, 0.55, nvL[2]*6.6));
|
||||
//"steep = gray"
|
||||
c1 = mix(vec4(n-0.30, n-0.29, n-0.37, 1.0), c1, smoothstep(0.970, 0.990, abs(normalize(Normal).z)+nvL[2]*1.3));
|
||||
//"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));
|
||||
|
||||
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;
|
||||
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;
|
||||
|
||||
// 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
|
||||
// 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
|
||||
|
||||
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
|
||||
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
|
||||
|
||||
c1 *= ambient_light;
|
||||
vec4 finalColor = c1;
|
||||
c1 *= ambient_light;
|
||||
vec4 finalColor = c1;
|
||||
|
||||
if(gl_Fog.density == 1.0)
|
||||
fogFactor=1.0;
|
||||
//if(gl_Fog.density == 1.0)
|
||||
// fogFactor=1.0;
|
||||
|
||||
gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
|
||||
}
|
||||
// gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
|
||||
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
|
||||
gl_FragColor = finalColor;
|
||||
|
||||
}
|
||||
|
|
|
@ -9,18 +9,27 @@ varying vec4 constantColor;
|
|||
attribute vec3 tangent;
|
||||
attribute vec3 binormal;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
rawpos = gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * rawpos;
|
||||
Normal = normalize(gl_Normal);
|
||||
VNormal = gl_NormalMatrix * gl_Normal;
|
||||
VTangent = gl_NormalMatrix * tangent;
|
||||
VBinormal = gl_NormalMatrix * binormal;
|
||||
////fog "include" /////
|
||||
uniform int fogType;
|
||||
|
||||
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;
|
||||
}
|
||||
void fog_Func(int type);
|
||||
|
||||
//////////////////////
|
||||
|
||||
void main(void)
|
||||
{
|
||||
rawpos = gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * rawpos;
|
||||
Normal = normalize(gl_Normal);
|
||||
VNormal = gl_NormalMatrix * gl_Normal;
|
||||
VTangent = gl_NormalMatrix * tangent;
|
||||
VBinormal = gl_NormalMatrix * binormal;
|
||||
|
||||
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;
|
||||
|
||||
fog_Func(fogType);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue