Domain tiling effect for ALS tree shader
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0a2702c375
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5 changed files with 241 additions and 2 deletions
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@ -36,6 +36,7 @@
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
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<wind_effects><use>/sim/rendering/shaders/wind-effects</use></wind_effects>
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<forest_effects><use>/sim/rendering/shaders/forest</use></forest_effects>
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<windE><use>/environment/sea/surface/wind-from-east-fps</use></windE>
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<windN><use>/environment/sea/surface/wind-from-north-fps</use></windN>
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<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
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@ -119,6 +120,7 @@
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<alpha-to-coverage>true</alpha-to-coverage>
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<program>
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<vertex-shader>Shaders/tree-haze.vert</vertex-shader>
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<vertex-shader>Shaders/noise.frag</vertex-shader>
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<vertex-shader>Shaders/cloud-shadowfunc.frag</vertex-shader>
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<fragment-shader>Shaders/tree-haze.frag</fragment-shader>
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</program>
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@ -427,6 +429,11 @@
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<type>int</type>
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<value><use>wind_effects</use></value>
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</uniform>
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<uniform>
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<name>forest_effects</name>
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<type>int</type>
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<value><use>forest_effects</use></value>
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</uniform>
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</pass>
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</technique>
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@ -472,6 +479,7 @@
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</alpha-test>
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<program>
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<vertex-shader>Shaders/tree-haze.vert</vertex-shader>
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<vertex-shader>Shaders/noise.frag</vertex-shader>
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<vertex-shader>Shaders/cloud-shadowfunc.frag</vertex-shader>
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<fragment-shader>Shaders/tree-haze.frag</fragment-shader>
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</program>
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@ -780,6 +788,11 @@
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<type>int</type>
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<value><use>wind_effects</use></value>
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</uniform>
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<uniform>
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<name>forest_effects</name>
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<type>int</type>
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<value><use>forest_effects</use></value>
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</uniform>
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</pass>
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</technique>
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192
Shaders/noise.frag
Normal file
192
Shaders/noise.frag
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@ -0,0 +1,192 @@
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// -*-C++-*-
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// This is a library of noise functions, taking a coordinate vector and a wavelength
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// as input and returning a number [0:1] as output.
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// * Noise2D(in vec2 coord, in float wavelength) is 2d Perlin noise
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// * Noise3D(in vec3 coord, in float wavelength) is 3d Perlin noise
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// * DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dDensity)
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// is sparse dot noise and takes a dot density parameter
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// * VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand)
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// is a function mapping the terrain into random domains, based on Voronoi tiling of a regular grid
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// distorted with xrand and yrand
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// Thorsten Renk 2014
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#version 120
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float rand2D(in vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float rand3D(in vec3 co){
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return fract(sin(dot(co.xyz ,vec3(12.9898,78.233,144.7272))) * 43758.5453);
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}
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float cosine_interpolate(in float a, in float b, in float x)
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{
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float ft = x * 3.1415927;
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float f = (1.0 - cos(ft)) * .5;
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return a*(1.0-f) + b*f;
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}
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float simple_interpolate(in float a, in float b, in float x)
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{
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return a + smoothstep(0.0,1.0,x) * (b-a);
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}
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float interpolatedNoise2D(in float x, in float y)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float v1 = rand2D(vec2(integer_x, integer_y));
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float v2 = rand2D(vec2(integer_x+1.0, integer_y));
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float v3 = rand2D(vec2(integer_x, integer_y+1.0));
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float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
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float i1 = simple_interpolate(v1 , v2 , fractional_x);
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float i2 = simple_interpolate(v3 , v4 , fractional_x);
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return simple_interpolate(i1 , i2 , fractional_y);
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}
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float interpolatedNoise3D(in float x, in float y, in float z)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float integer_z = z - fract(z);
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float fractional_z = z - integer_z;
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float v1 = rand3D(vec3(integer_x, integer_y, integer_z));
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float v2 = rand3D(vec3(integer_x+1.0, integer_y, integer_z));
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float v3 = rand3D(vec3(integer_x, integer_y+1.0, integer_z));
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float v4 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z));
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float v5 = rand3D(vec3(integer_x, integer_y, integer_z+1.0));
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float v6 = rand3D(vec3(integer_x+1.0, integer_y, integer_z+1.0));
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float v7 = rand3D(vec3(integer_x, integer_y+1.0, integer_z+1.0));
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float v8 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z+1.0));
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float i1 = simple_interpolate(v1,v5, fractional_z);
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float i2 = simple_interpolate(v2,v6, fractional_z);
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float i3 = simple_interpolate(v3,v7, fractional_z);
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float i4 = simple_interpolate(v4,v8, fractional_z);
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float ii1 = simple_interpolate(i1,i2,fractional_x);
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float ii2 = simple_interpolate(i3,i4,fractional_x);
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return simple_interpolate(ii1 , ii2 , fractional_y);
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}
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float Noise2D(in vec2 coord, in float wavelength)
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{
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return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
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}
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float Noise3D(in vec3 coord, in float wavelength)
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{
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return interpolatedNoise3D(coord.x/wavelength, coord.y/wavelength, coord.z/wavelength);
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}
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float dotNoise2D(in float x, in float y, in float fractionalMaxDotSize, in float dDensity)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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if (rand2D(vec2(integer_x+1.0, integer_y +1.0)) > dDensity)
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{return 0.0;}
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float xoffset = (rand2D(vec2(integer_x, integer_y)) -0.5);
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float yoffset = (rand2D(vec2(integer_x+1.0, integer_y)) - 0.5);
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float dotSize = 0.5 * fractionalMaxDotSize * max(0.25,rand2D(vec2(integer_x, integer_y+1.0)));
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vec2 truePos = vec2 (0.5 + xoffset * (1.0 - 2.0 * dotSize) , 0.5 + yoffset * (1.0 -2.0 * dotSize));
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float distance = length(truePos - vec2(fractional_x, fractional_y));
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return 1.0 - smoothstep (0.3 * dotSize, 1.0* dotSize, distance);
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}
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float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dDensity)
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{
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return dotNoise2D(coord.x/wavelength, coord.y/wavelength, fractionalMaxDotSize, dDensity);
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}
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float voronoiNoise2D(in float x, in float y, in float xrand, in float yrand)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float val[4];
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val[0] = rand2D(vec2(integer_x, integer_y));
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val[1] = rand2D(vec2(integer_x+1.0, integer_y));
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val[2] = rand2D(vec2(integer_x, integer_y+1.0));
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val[3] = rand2D(vec2(integer_x+1.0, integer_y+1.0));
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float xshift[4];
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xshift[0] = xrand * (rand2D(vec2(integer_x+0.5, integer_y)) - 0.5);
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xshift[1] = xrand * (rand2D(vec2(integer_x+1.5, integer_y)) -0.5);
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xshift[2] = xrand * (rand2D(vec2(integer_x+0.5, integer_y+1.0))-0.5);
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xshift[3] = xrand * (rand2D(vec2(integer_x+1.5, integer_y+1.0))-0.5);
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float yshift[4];
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yshift[0] = yrand * (rand2D(vec2(integer_x, integer_y +0.5)) - 0.5);
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yshift[1] = yrand * (rand2D(vec2(integer_x+1.0, integer_y+0.5)) -0.5);
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yshift[2] = yrand * (rand2D(vec2(integer_x, integer_y+1.5))-0.5);
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yshift[3] = yrand * (rand2D(vec2(integer_x+1.5, integer_y+1.5))-0.5);
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float dist[4];
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dist[0] = sqrt((fractional_x + xshift[0]) * (fractional_x + xshift[0]) + (fractional_y + yshift[0]) * (fractional_y + yshift[0]));
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dist[1] = sqrt((1.0 -fractional_x + xshift[1]) * (1.0-fractional_x+xshift[1]) + (fractional_y +yshift[1]) * (fractional_y+yshift[1]));
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dist[2] = sqrt((fractional_x + xshift[2]) * (fractional_x + xshift[2]) + (1.0-fractional_y +yshift[2]) * (1.0-fractional_y + yshift[2]));
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dist[3] = sqrt((1.0-fractional_x + xshift[3]) * (1.0-fractional_x + xshift[3]) + (1.0-fractional_y +yshift[3]) * (1.0-fractional_y + yshift[3]));
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int i, i_min;
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float dist_min = 100.0;
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for (i=0; i<4;i++)
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{
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if (dist[i] < dist_min)
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{
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dist_min = dist[i];
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i_min = i;
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}
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}
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return val[i_min];
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//return val[0];
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}
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float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand)
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{
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return voronoiNoise2D(coord.x/wavelength, coord.y/wavelength, xrand, yrand);
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}
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@ -25,6 +25,7 @@ varying float yprime_alt;
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uniform int colorMode;
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uniform int wind_effects;
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uniform int forest_effects;
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uniform float hazeLayerAltitude;
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uniform float terminator;
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uniform float terrain_alt;
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@ -45,6 +46,7 @@ float earthShade;
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float mie_angle;
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float shadow_func (in float x, in float y, in float noise, in float dist);
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float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand);
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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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position.y = position.y + position.z * (sin(osg_SimulationTime * 1.8 + (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.0025 * WindE;
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}
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// Scale by random domains
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if (forest_effects > 0)
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{
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float voronoi = 0.5 + 1.0 * VoronoiNoise2D(gl_Color.xy, 200.0, 1.5, 1.5);
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position.xyz = position.xyz * voronoi;
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}
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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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@ -173,6 +173,30 @@
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</empty>
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</group>
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<group>
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<layout>hbox</layout>
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<halign>right</halign>
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<text>
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<label>Forest</label>
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</text>
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<slider>
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<name>forest</name>
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<min>0.0</min>
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<max>1.0</max>
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<step>1.0</step>
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<fraction>0.17</fraction>
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<live>true</live>
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<property>/sim/rendering/shaders/forest</property>
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<binding>
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<command>dialog-apply</command>
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<object-name>forest</object-name>
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</binding>
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</slider>
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<empty>
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<pref-width>55</pref-width>
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</empty>
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</group>
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<group>
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<layout>hbox</layout>
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<halign>right</halign>
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<pref-width>55</pref-width>
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</empty>
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</group>
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<!--
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<group>
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<layout>hbox</layout>
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<visible>
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<live>true</live>
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<property>/sim/rendering/dome-density</property>
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</text>
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</group>
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</group>-->
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<group>
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<layout>hbox</layout>
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@ -146,6 +146,7 @@ Started September 2000 by David Megginson, david@megginson.com
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<urban type="float" userarchive="y">1.0</urban>
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<water type="float" userarchive="y">1.0</water>
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<wind-effects type="float" userarchive="y">0.0</wind-effects>
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<forest type="float" userarchive="y">0.0</forest>
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<lights type="float" userarchive="y">1.0</lights>
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<quality-level-internal type="float" userarchive="y">1.0</quality-level-internal>
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</shaders>
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