ALS model effect accepts a snow flag to let OSM building roofs be snow-covered in winter
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3 changed files with 59 additions and 4 deletions
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@ -22,6 +22,8 @@
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<lightmap-factor type="float" n="2">0</lightmap-factor>
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<lightmap-factor type="float" n="3">0</lightmap-factor>
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<snow-enabled type="int">1</snow-enabled>
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<!--
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<lightmap-factor type="float" n="3">1</lightmap-factor>
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<lightmap-color type="vec3d" n="3"> 1 1 1 </lightmap-color>
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@ -104,6 +104,7 @@ please see Docs/README.model-combined.eff for documentation
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<!-- END Grain texture -->
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<!-- simulate rain effects -->
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<rain-enabled type="int">0</rain-enabled>
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<snow-enabled type="int">0</snow-enabled>
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<!-- Dirt -->
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<dirt-enabled type="int">0</dirt-enabled>
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<dirt-multi type="int">0</dirt-multi>
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@ -147,6 +148,8 @@ please see Docs/README.model-combined.eff for documentation
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<wetness><use>/environment/surface/wetness</use></wetness>
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<rnorm><use>/environment/rain-norm</use></rnorm>
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<snow_level><use>/environment/snow-level-m</use></snow_level>
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<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
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<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
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<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
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<cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x>
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@ -774,14 +777,34 @@ please see Docs/README.model-combined.eff for documentation
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</value>
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</uniform>
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<!-- simulate wetness and rain-->
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<uniform>
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<!-- simulate wetness, rain and snow -->
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<uniform>
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<name>rain_enabled</name>
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<type>int</type>
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<value>
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<use>rain-enabled</use>
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</value>
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</uniform>
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</uniform>
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<uniform>
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<name>snow_enabled</name>
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<type>int</type>
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<value>
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<use>snow-enabled</use>
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</value>
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</uniform>
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<uniform>
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<name>snowlevel</name>
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<type>float</type>
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<value><use>snow_level</use></value>
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</uniform>
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<uniform>
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<name>snow_thickness_factor</name>
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<type>float</type>
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<value><use>snow_thickness_factor</use></value>
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</uniform>
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<!-- set the amount of ambient light correction 0.0 - 1.0 -->
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<uniform>
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@ -41,6 +41,7 @@ uniform int cloud_shadow_flag;
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uniform int use_searchlight;
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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 snow_enabled;
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uniform float amb_correction;
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uniform float dirt_b_factor;
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@ -72,6 +73,8 @@ uniform float terminator;
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uniform float terrain_alt;
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uniform float visibility;
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uniform float air_pollution;
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uniform float snowlevel;
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uniform float snow_thickness_factor;
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uniform float osg_SimulationTime;
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@ -96,6 +99,7 @@ uniform vec3 dirt_g_color;
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uniform vec3 dirt_b_color;
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float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density);
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float Noise2D(in vec2 coord, in float wavelength);
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float shadow_func (in float x, in float y, in float noise, in float dist);
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float fog_func (in float targ, in float altitude);
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float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
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@ -191,6 +195,7 @@ void main (void)
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float ct = dot(normalize(up), normalize(vertVec));
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vec3 relPos = (gl_ModelViewMatrixInverse * vec4 (vertVec,0.0)).xyz;
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/// END geometry for light
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@ -241,6 +246,31 @@ void main (void)
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/// END grain overlay
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/// BEGIN snowcover
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vec4 snow_texel = vec4 (0.95, 0.95, 0.95, 1.0);
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if (snow_enabled == 1)
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{
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float noise_1m = Noise2D(rawpos.xy, 1.0);
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float noise_5m = Noise2D(rawpos.xy, 5.0);
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float noise_term = 0.5 * (noise_5m - 0.5);
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noise_term += 0.5 * (noise_1m - 0.5);
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snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + 0.5*snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
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snow_texel.a *= smoothstep(0.5, 0.7,dot(VNormal, up));
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float noise_2000m = 0.0;
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float noise_10m = 0.0;
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texel.rgb = mix(texel.rgb, snow_texel.rgb, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, 1.0 * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
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}
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/// END snowcover
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vec3 reflVecN;
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///BEGIN bump
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@ -295,7 +325,7 @@ void main (void)
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{pf1 = pow(nDotHV1, 0.5*gl_FrontMaterial.shininess);}
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vec3 relPos = (gl_ModelViewMatrixInverse * vec4 (vertVec,0.0)).xyz;
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if (cloud_shadow_flag == 1)
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{
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float cloud_shadow_factor = shadow_func(relPos.x, relPos.y, 1.0, dist);
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