Improved Random building texturesa - Gabo Huerta
Improved textures, lightmaps from Gabo Huerta. Improved interaction with the urban shader from Thorsten Renk.
This commit is contained in:
parent
2b6964911f
commit
b2f261ea0a
6 changed files with 110 additions and 81 deletions
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@ -7,11 +7,13 @@
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<use>/environment/snow-level-m</use>
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<use>/environment/snow-level-m</use>
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</snow-level>
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</snow-level>
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<depth-factor type="float">0.008</depth-factor>
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<depth-factor type="float">0.008</depth-factor>
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<night-color type="vec3d">0.75 0.59 0.05</night-color>
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<night-color type="vec3d">1 1 0.50</night-color>
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<random-buildings type="bool">
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<use>/sim/rendering/random-buildings</use>
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</random-buildings>
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<quality-level>
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<quality-level>
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<use>/sim/rendering/shaders/urban</use>
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<use>/sim/rendering/shaders/urban</use>
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</quality-level>
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</quality-level>
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<!--fog include-->
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<!--fog include-->
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<visibility>
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<visibility>
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<use>/environment/ground-visibility-m</use>
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<use>/environment/ground-visibility-m</use>
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@ -32,7 +34,6 @@
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<use>/sim/rendering/shaders/skydome</use>
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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</fogtype>
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<!-- END fog include -->
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<!-- END fog include -->
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</parameters>
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</parameters>
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<generate>
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<generate>
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<normal type="int">15</normal>
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<normal type="int">15</normal>
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@ -41,8 +42,6 @@
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</generate>
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</generate>
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<technique n="1">
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<technique n="1">
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<predicate>
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<predicate>
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<and>
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<and>
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@ -52,10 +51,6 @@
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<value type="float">4.0</value>
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<value type="float">4.0</value>
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<float-property>/sim/rendering/shaders/urban</float-property>
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<float-property>/sim/rendering/shaders/urban</float-property>
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</less-equal>
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</less-equal>
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<equal>
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<property>/sim/rendering/random-buildings</property>
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<value type="bool">false</value>
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</equal>
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<or>
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<or>
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<less-equal>
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<less-equal>
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<value type="float">2.0</value>
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<value type="float">2.0</value>
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@ -111,7 +106,7 @@
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<use>texture[0]/image</use>
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<use>texture[0]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[0]/type</use>
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<use>texture[0]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[0]/filter</use>
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<use>texture[0]/filter</use>
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@ -132,7 +127,7 @@
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<use>texture[2]/image</use>
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<use>texture[2]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[2]/type</use>
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<use>texture[2]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[2]/filter</use>
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<use>texture[2]/filter</use>
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@ -153,7 +148,7 @@
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<use>texture[2]/image</use>
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<use>texture[2]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[2]/type</use>
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<use>texture[2]/type</use>
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</type>
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</type>
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<filter>nearest-mipmap-nearest</filter>
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<filter>nearest-mipmap-nearest</filter>
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<wrap-s>
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<wrap-s>
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@ -255,6 +250,13 @@
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<use>max-lod-level</use>
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<use>max-lod-level</use>
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</value>
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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>random_buildings</name>
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<type>bool</type>
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<value type="bool">
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<use>random-buildings</use>
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</value>
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</uniform>
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<!-- BEGIN fog include -->
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<!-- BEGIN fog include -->
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<uniform>
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<uniform>
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<name>visibility</name>
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<name>visibility</name>
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@ -356,10 +358,6 @@
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<value type="float">1.0</value>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shaders/urban</float-property>
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<float-property>/sim/rendering/shaders/urban</float-property>
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</less-equal>
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</less-equal>
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<equal>
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<property>/sim/rendering/random-buildings</property>
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<value type="bool">false</value>
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</equal>
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<or>
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<or>
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<less-equal>
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<less-equal>
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<value type="float">2.0</value>
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<value type="float">2.0</value>
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@ -411,7 +409,7 @@
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<use>texture[0]/image</use>
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<use>texture[0]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[0]/type</use>
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<use>texture[0]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[0]/filter</use>
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<use>texture[0]/filter</use>
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@ -432,7 +430,7 @@
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<use>texture[2]/image</use>
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<use>texture[2]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[2]/type</use>
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<use>texture[2]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[2]/filter</use>
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<use>texture[2]/filter</use>
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@ -544,8 +542,7 @@
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<name>fogstructure</name>
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<name>fogstructure</name>
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<type>float</type>
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<type>float</type>
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<value><use>fogstructure</use></value>
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<value><use>fogstructure</use></value>
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</uniform>
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</uniform>
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<!-- END fog include -->
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<!-- END fog include -->
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<uniform>
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<uniform>
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@ -609,7 +606,13 @@
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<value><use>moonlight</use></value>
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<value><use>moonlight</use></value>
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</uniform>
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</uniform>
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<uniform>
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<name>random_buildings</name>
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<type>bool</type>
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<value type="bool">
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<use>random-buildings</use>
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</value>
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</uniform>
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</pass>
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</pass>
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</technique>
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</technique>
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@ -624,10 +627,6 @@
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<value type="float">4.0</value>
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<value type="float">4.0</value>
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<float-property>/sim/rendering/shaders/urban</float-property>
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<float-property>/sim/rendering/shaders/urban</float-property>
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</less-equal>
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</less-equal>
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<equal>
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<property>/sim/rendering/random-buildings</property>
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<value type="bool">false</value>
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</equal>
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<or>
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<or>
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<less-equal>
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<less-equal>
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<value type="float">2.0</value>
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<value type="float">2.0</value>
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@ -675,7 +674,7 @@
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<use>texture[0]/image</use>
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<use>texture[0]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[0]/type</use>
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<use>texture[0]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[0]/filter</use>
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<use>texture[0]/filter</use>
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@ -696,7 +695,7 @@
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<use>texture[2]/image</use>
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<use>texture[2]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[2]/type</use>
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<use>texture[2]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[2]/filter</use>
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<use>texture[2]/filter</use>
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@ -813,6 +812,13 @@
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<use>max-lod-level</use>
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<use>max-lod-level</use>
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</value>
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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>random_buildings</name>
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<type>bool</type>
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<value type="bool">
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<use>random-buildings</use>
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</value>
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</uniform>
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</pass>
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</pass>
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</technique>
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</technique>
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<technique n="7">
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<technique n="7">
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@ -824,10 +830,6 @@
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<value type="float">1.0</value>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shaders/urban</float-property>
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<float-property>/sim/rendering/shaders/urban</float-property>
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</less-equal>
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</less-equal>
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<equal>
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<property>/sim/rendering/random-buildings</property>
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<value type="bool">false</value>
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</equal>
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<or>
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<or>
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<less-equal>
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<less-equal>
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<value type="float">2.0</value>
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<value type="float">2.0</value>
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@ -871,7 +873,7 @@
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<use>texture[0]/image</use>
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<use>texture[0]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[0]/type</use>
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<use>texture[0]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[0]/filter</use>
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<use>texture[0]/filter</use>
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@ -892,7 +894,7 @@
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<use>texture[2]/image</use>
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<use>texture[2]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[2]/type</use>
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<use>texture[2]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[2]/filter</use>
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<use>texture[2]/filter</use>
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<use>snow-level</use>
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<use>snow-level</use>
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</value>
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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>random_buildings</name>
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<type>bool</type>
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<value type="bool">
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<use>random-buildings</use>
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</value>
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</uniform>
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</pass>
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</pass>
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</technique>
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</technique>
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<technique n="8">
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<technique n="8">
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@ -990,10 +999,6 @@
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<value type="float">4.0</value>
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<value type="float">4.0</value>
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<float-property>/sim/rendering/shaders/urban</float-property>
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<float-property>/sim/rendering/shaders/urban</float-property>
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</less-equal>
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</less-equal>
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<equal>
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<property>/sim/rendering/random-buildings</property>
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<value type="bool">false</value>
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</equal>
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<or>
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<or>
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<less-equal>
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<less-equal>
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<value type="float">2.0</value>
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<value type="float">2.0</value>
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<use>texture[0]/image</use>
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<use>texture[0]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[0]/type</use>
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<use>texture[0]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[0]/filter</use>
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<use>texture[0]/filter</use>
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<use>texture[2]/image</use>
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<use>texture[2]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[2]/type</use>
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<use>texture[2]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[2]/filter</use>
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<use>texture[2]/filter</use>
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<use>max-lod-level</use>
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<use>max-lod-level</use>
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</value>
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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>random_buildings</name>
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<type>bool</type>
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<value type="bool">
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<use>random-buildings</use>
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</value>
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</uniform>
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<!-- BEGIN fog include -->
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<!-- BEGIN fog include -->
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<uniform>
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<uniform>
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<name>visibility</name>
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<name>visibility</name>
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<value type="float">1.0</value>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shaders/urban</float-property>
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<float-property>/sim/rendering/shaders/urban</float-property>
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</less-equal>
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</less-equal>
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<equal>
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<property>/sim/rendering/random-buildings</property>
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<value type="bool">false</value>
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</equal>
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<or>
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<or>
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<less-equal>
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<less-equal>
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<value type="float">2.0</value>
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<value type="float">2.0</value>
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<use>texture[0]/image</use>
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<use>texture[0]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[0]/type</use>
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<use>texture[0]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[0]/filter</use>
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<use>texture[0]/filter</use>
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<use>texture[2]/image</use>
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<use>texture[2]/image</use>
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</image>
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</image>
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<type>
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<type>
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<use>texture[2]/type</use>
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<use>texture[2]/type</use>
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</type>
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</type>
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<filter>
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<filter>
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<use>texture[2]/filter</use>
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<use>texture[2]/filter</use>
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<use>snow-level</use>
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<use>snow-level</use>
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</value>
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</value>
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</uniform>
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</uniform>
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</pass>
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</pass>
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</technique>
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</technique>
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</PropertyList>
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</PropertyList>
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@ -31,6 +31,7 @@ uniform float depth_factor;
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uniform float tile_size;
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uniform float tile_size;
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uniform float quality_level;
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uniform float quality_level;
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uniform float snowlevel;
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uniform float snowlevel;
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uniform bool random_buildings;
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const float scale = 1.0;
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const float scale = 1.0;
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int linear_search_steps = 10;
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int linear_search_steps = 10;
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float ray_intersect(vec2 dp, vec2 ds)
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float ray_intersect(vec2 dp, vec2 ds)
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{
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{
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if ( quality_level >= 4.0 )
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if ( random_buildings )
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return 0.0;
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else if ( quality_level >= 4.0 )
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return ray_intersect_QDM( dp, ds );
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return ray_intersect_QDM( dp, ds );
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else
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else
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return ray_intersect_relief( dp, ds );
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return ray_intersect_relief( dp, ds );
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if ( quality_level >= 3.0 ) {
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if ( quality_level >= 3.0 ) {
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linear_search_steps = 20;
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linear_search_steps = 20;
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}
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}
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float depthfactor = depth_factor;
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|
if ( random_buildings )
|
||||||
|
depthfactor = 0.0;
|
||||||
|
|
||||||
vec3 normal = normalize(VNormal);
|
vec3 normal = normalize(VNormal);
|
||||||
vec3 tangent = normalize(VTangent);
|
vec3 tangent = normalize(VTangent);
|
||||||
vec3 binormal = normalize(VBinormal);
|
vec3 binormal = normalize(VBinormal);
|
||||||
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
|
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
|
||||||
vec3 V = normalize(ecPos3);
|
vec3 V = normalize(ecPos3);
|
||||||
vec3 s = vec3(dot(V, tangent), dot(V, binormal), dot(normal, -V));
|
vec3 s = vec3(dot(V, tangent), dot(V, binormal), dot(normal, -V));
|
||||||
vec2 ds = s.xy * depth_factor / s.z;
|
vec2 ds = s.xy * depthfactor / s.z;
|
||||||
vec2 dp = gl_TexCoord[0].st - ds;
|
vec2 dp = gl_TexCoord[0].st - ds;
|
||||||
float d = ray_intersect(dp, ds);
|
float d = ray_intersect(dp, ds);
|
||||||
|
|
||||||
|
@ -206,7 +214,7 @@ void main (void)
|
||||||
// step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
|
// step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
|
||||||
// finalColor *= ambient_light;
|
// finalColor *= ambient_light;
|
||||||
|
|
||||||
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
|
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depthfactor / s.z, 1.0 );
|
||||||
|
|
||||||
if (dot(normal,-V) > 0.1) {
|
if (dot(normal,-V) > 0.1) {
|
||||||
vec4 iproj = gl_ProjectionMatrix * p;
|
vec4 iproj = gl_ProjectionMatrix * p;
|
||||||
|
|
|
@ -49,6 +49,7 @@ uniform float wetness;
|
||||||
uniform float fogstructure;
|
uniform float fogstructure;
|
||||||
uniform float cloud_self_shading;
|
uniform float cloud_self_shading;
|
||||||
uniform vec3 night_color;
|
uniform vec3 night_color;
|
||||||
|
uniform bool random_buildings;
|
||||||
|
|
||||||
const float scale = 1.0;
|
const float scale = 1.0;
|
||||||
int linear_search_steps = 10;
|
int linear_search_steps = 10;
|
||||||
|
@ -299,7 +300,9 @@ float ray_intersect_relief(vec2 dp, vec2 ds)
|
||||||
|
|
||||||
float ray_intersect(vec2 dp, vec2 ds)
|
float ray_intersect(vec2 dp, vec2 ds)
|
||||||
{
|
{
|
||||||
if ( quality_level >= 4.0 )
|
if ( random_buildings )
|
||||||
|
return 0.0;
|
||||||
|
else if ( quality_level >= 4.0 )
|
||||||
return ray_intersect_QDM( dp, ds );
|
return ray_intersect_QDM( dp, ds );
|
||||||
else
|
else
|
||||||
return ray_intersect_relief( dp, ds );
|
return ray_intersect_relief( dp, ds );
|
||||||
|
@ -310,6 +313,11 @@ void main (void)
|
||||||
if ( quality_level >= 3.0 ) {
|
if ( quality_level >= 3.0 ) {
|
||||||
linear_search_steps = 20;
|
linear_search_steps = 20;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float depthfactor = depth_factor;
|
||||||
|
if ( random_buildings )
|
||||||
|
depthfactor = 0.0;
|
||||||
|
|
||||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||||
float effective_scattering = min(scattering, cloud_self_shading);
|
float effective_scattering = min(scattering, cloud_self_shading);
|
||||||
vec3 normal = normalize(VNormal);
|
vec3 normal = normalize(VNormal);
|
||||||
|
@ -319,7 +327,7 @@ void main (void)
|
||||||
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
|
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
|
||||||
vec3 V = normalize(ecPos3);
|
vec3 V = normalize(ecPos3);
|
||||||
vec3 s = vec3(dot(V, tangent), dot(V, binormal), dot(normal, -V));
|
vec3 s = vec3(dot(V, tangent), dot(V, binormal), dot(normal, -V));
|
||||||
vec2 ds = s.xy * depth_factor / s.z;
|
vec2 ds = s.xy * depthfactor / s.z;
|
||||||
vec2 dp = gl_TexCoord[0].st - ds;
|
vec2 dp = gl_TexCoord[0].st - ds;
|
||||||
float d = ray_intersect(dp, ds);
|
float d = ray_intersect(dp, ds);
|
||||||
|
|
||||||
|
@ -340,7 +348,7 @@ void main (void)
|
||||||
if ( quality_level >= 2.0 ) {
|
if ( quality_level >= 2.0 ) {
|
||||||
dp += ds * d;
|
dp += ds * d;
|
||||||
vec3 sl = normalize( vec3( dot( l, tangent ), dot( l, binormal ), dot( -l, normal ) ) );
|
vec3 sl = normalize( vec3( dot( l, tangent ), dot( l, binormal ), dot( -l, normal ) ) );
|
||||||
ds = sl.xy * depth_factor / sl.z;
|
ds = sl.xy * depthfactor / sl.z;
|
||||||
dp -= ds * d;
|
dp -= ds * d;
|
||||||
float dl = ray_intersect(dp, ds);
|
float dl = ray_intersect(dp, ds);
|
||||||
if ( dl < d - 0.05 )
|
if ( dl < d - 0.05 )
|
||||||
|
@ -388,7 +396,7 @@ if (quality_level > 2)
|
||||||
|
|
||||||
finalColor *= ambient_light;
|
finalColor *= ambient_light;
|
||||||
|
|
||||||
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
|
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depthfactor / s.z, 1.0 );
|
||||||
|
|
||||||
//finalColor.rgb = fog_Func(finalColor.rgb, fogType);
|
//finalColor.rgb = fog_Func(finalColor.rgb, fogType);
|
||||||
|
|
||||||
|
|
|
@ -31,6 +31,7 @@ uniform float tile_size;
|
||||||
uniform float quality_level;
|
uniform float quality_level;
|
||||||
uniform float snowlevel;
|
uniform float snowlevel;
|
||||||
uniform vec3 night_color;
|
uniform vec3 night_color;
|
||||||
|
uniform bool random_buildings;
|
||||||
|
|
||||||
const float scale = 1.0;
|
const float scale = 1.0;
|
||||||
int linear_search_steps = 10;
|
int linear_search_steps = 10;
|
||||||
|
@ -156,7 +157,9 @@ float ray_intersect_relief(vec2 dp, vec2 ds)
|
||||||
|
|
||||||
float ray_intersect(vec2 dp, vec2 ds)
|
float ray_intersect(vec2 dp, vec2 ds)
|
||||||
{
|
{
|
||||||
if ( quality_level >= 4.0 )
|
if ( random_buildings )
|
||||||
|
return 0.0;
|
||||||
|
else if ( quality_level >= 4.0 )
|
||||||
return ray_intersect_QDM( dp, ds );
|
return ray_intersect_QDM( dp, ds );
|
||||||
else
|
else
|
||||||
return ray_intersect_relief( dp, ds );
|
return ray_intersect_relief( dp, ds );
|
||||||
|
@ -167,6 +170,10 @@ void main (void)
|
||||||
if ( quality_level >= 3.0 ) {
|
if ( quality_level >= 3.0 ) {
|
||||||
linear_search_steps = 20;
|
linear_search_steps = 20;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float depthfactor = depth_factor;
|
||||||
|
if ( random_buildings ) depthfactor = 0.0;
|
||||||
|
|
||||||
vec3 normal = normalize(VNormal);
|
vec3 normal = normalize(VNormal);
|
||||||
vec3 tangent = normalize(VTangent);
|
vec3 tangent = normalize(VTangent);
|
||||||
//vec3 binormal = normalize(VBinormal);
|
//vec3 binormal = normalize(VBinormal);
|
||||||
|
@ -174,7 +181,7 @@ void main (void)
|
||||||
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
|
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
|
||||||
vec3 V = normalize(ecPos3);
|
vec3 V = normalize(ecPos3);
|
||||||
vec3 s = vec3(dot(V, tangent), dot(V, binormal), dot(normal, -V));
|
vec3 s = vec3(dot(V, tangent), dot(V, binormal), dot(normal, -V));
|
||||||
vec2 ds = s.xy * depth_factor / s.z;
|
vec2 ds = s.xy * depthfactor / s.z;
|
||||||
vec2 dp = gl_TexCoord[0].st - ds;
|
vec2 dp = gl_TexCoord[0].st - ds;
|
||||||
float d = ray_intersect(dp, ds);
|
float d = ray_intersect(dp, ds);
|
||||||
|
|
||||||
|
@ -195,7 +202,7 @@ void main (void)
|
||||||
if ( quality_level >= 2.0 ) {
|
if ( quality_level >= 2.0 ) {
|
||||||
dp += ds * d;
|
dp += ds * d;
|
||||||
vec3 sl = normalize( vec3( dot( l, tangent ), dot( l, binormal ), dot( -l, normal ) ) );
|
vec3 sl = normalize( vec3( dot( l, tangent ), dot( l, binormal ), dot( -l, normal ) ) );
|
||||||
ds = sl.xy * depth_factor / sl.z;
|
ds = sl.xy * depthfactor / sl.z;
|
||||||
dp -= ds * d;
|
dp -= ds * d;
|
||||||
float dl = ray_intersect(dp, ds);
|
float dl = ray_intersect(dp, ds);
|
||||||
if ( dl < d - 0.05 )
|
if ( dl < d - 0.05 )
|
||||||
|
@ -232,7 +239,7 @@ void main (void)
|
||||||
step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
|
step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
|
||||||
finalColor *= ambient_light;
|
finalColor *= ambient_light;
|
||||||
|
|
||||||
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
|
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depthfactor / s.z, 1.0 );
|
||||||
|
|
||||||
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
|
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
|
||||||
gl_FragColor = finalColor;
|
gl_FragColor = finalColor;
|
||||||
|
|
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Add table
Reference in a new issue