diff --git a/Shaders/landmass.frag b/Shaders/landmass.frag index baafe34cb..6f0c35ef7 100644 --- a/Shaders/landmass.frag +++ b/Shaders/landmass.frag @@ -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; + + } diff --git a/Shaders/landmass.vert b/Shaders/landmass.vert index 0c717001e..0fade1bec 100644 --- a/Shaders/landmass.vert +++ b/Shaders/landmass.vert @@ -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); + }