Add clustered shading support to most Effects and shaders
This commit is contained in:
parent
a058bed4d5
commit
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57 changed files with 139 additions and 31 deletions
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@ -6,6 +6,14 @@
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<use-shadow-pass>csm1</use-shadow-pass>
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<use-shadow-pass>csm2</use-shadow-pass>
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<use-shadow-pass>csm3</use-shadow-pass>
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<clustered-shading>
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<tile-size>128</tile-size>
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<depth-slices>1</depth-slices>
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<num-threads>1</num-threads>
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<condition>
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<property>/sim/rendering/clustered-shading/enabled</property>
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</condition>
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</clustered-shading>
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<binding>
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<buffer>sun-shadowmap-atlas</buffer>
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<unit>10</unit>
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@ -252,6 +252,7 @@
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>grain_strength</name>
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@ -147,6 +147,7 @@
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>orthophotoTexCoord</name>
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<index>14</index>
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@ -81,6 +81,7 @@
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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@ -97,6 +97,7 @@
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>intrinsic_wetness</name>
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@ -93,6 +93,7 @@
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/crop.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>NoiseTex</name>
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@ -148,6 +148,7 @@
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<fragment-shader n="4">Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="6">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="7">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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@ -151,6 +151,7 @@
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>colorMode</name>
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@ -433,7 +434,8 @@
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/default.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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</program>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<!--<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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@ -166,6 +166,7 @@
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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@ -162,6 +162,7 @@
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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@ -140,6 +140,7 @@
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>orthophotoTexCoord</name>
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<index>14</index>
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@ -162,6 +162,7 @@
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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@ -450,7 +450,8 @@ please see Docs/README.model-combined.eff for documentation
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<fragment-shader n="4">Shaders/noise.frag</fragment-shader>
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<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="6">Shaders/shadows-include.frag</fragment-shader>
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</program>
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<fragment-shader n="7">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>BaseTex</name>
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@ -1519,7 +1520,8 @@ please see Docs/README.model-combined.eff for documentation
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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</program>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>BaseTex</name>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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</program>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>BaseTex</name>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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@ -109,6 +109,7 @@
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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@ -565,6 +566,7 @@
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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@ -457,7 +457,8 @@
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<fragment-shader n="5">Shaders/noise.frag</fragment-shader>
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<fragment-shader n="6">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="7">Shaders/shadows-include.frag</fragment-shader>
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</program>
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<fragment-shader n="8">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>BaseTex</name>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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@ -315,6 +315,7 @@
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>intrinsic_wetness</name>
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@ -213,6 +213,7 @@
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<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="6">Shaders/lightspot-ALS.frag</fragment-shader>
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<fragment-shader n="7">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="8">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/runway.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<attribute>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>orthophotoTexCoord</name>
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<index>14</index>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>orthophotoTexCoord</name>
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<index>14</index>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>orthophotoTexCoord</name>
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<index>14</index>
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<fragment-shader>Shaders/default.frag</fragment-shader>
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<fragment-shader>Shaders/include_fog.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>orthophotoTexCoord</name>
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<index>14</index>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>orthophotoTexCoord</name>
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<index>14</index>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/transition.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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@ -10,7 +10,7 @@ varying vec3 relPos;
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varying vec2 rawPos;
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varying vec3 worldPos;
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varying vec3 ecViewdir;
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varying vec4 ecPosition;
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uniform sampler2D texture;
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vec3 filter_combined (in vec3 color) ;
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float getShadowing();
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vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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// a fade function for procedural scales which are smaller than a pixel
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fragColor = color * texel + specular;
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fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
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float lightArg = (terminator-yprime_alt)/100000.0;
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vec3 hazeColor = get_hazeColor(lightArg);
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varying vec3 worldPos;
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varying vec2 rawPos;
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varying vec3 ecViewdir;
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varying vec4 ecPosition;
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varying vec2 orthoTexCoord;
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vec3 filter_combined (in vec3 color) ;
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float getShadowing();
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vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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float detail_fade (in float scale, in float angle, in float dist)
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color.rgb +=secondary_light * light_distance_fading(dist);
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fragColor = color * texel + specular;
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fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
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float lightArg = (terminator-yprime_alt)/100000.0;
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 relPos;
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varying vec4 ecPosition;
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varying float yprime_alt;
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varying float mie_angle;
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// this code is copied from default.vert
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//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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//gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = gl_NormalMatrix * gl_Normal;
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gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
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gl_Position = gl_ModelViewProjectionMatrix * vertex;
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setupShadows(gl_ModelViewMatrix * vertex);
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setupShadows(ecPosition);
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}
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varying vec2 rawPos;
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varying vec3 worldPos;
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varying vec3 ecViewdir;
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varying vec4 ecPosition;
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varying float steepness;
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vec3 filter_combined (in vec3 color) ;
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float getShadowing();
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vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
|
@ -427,6 +428,7 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
|
|||
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
vec3 hazeColor = get_hazeColor(lightArg);
|
||||
|
|
|
@ -25,6 +25,7 @@ vec3 fog_Func(vec3 color, int type);
|
|||
//////////////////////
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
void main (void)
|
||||
{
|
||||
|
@ -71,6 +72,7 @@ void main (void)
|
|||
|
||||
c1 *= ambient_light;
|
||||
vec4 finalColor = c1;
|
||||
finalColor.rgb += getClusteredLightsContribution(ecPosition.xyz, VNormal, basecolor.rgb);
|
||||
|
||||
// if(gl_Fog.density == 1.0)
|
||||
// fogFactor=1.0;
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec2 orthoTexCoord;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D orthophotoTexture;
|
||||
|
@ -19,6 +20,7 @@ vec3 fog_Func(vec3 color, int type);
|
|||
//////////////////////
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
|
@ -67,6 +69,7 @@ void main()
|
|||
}
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||
|
||||
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
||||
gl_FragColor = fragColor;
|
||||
|
|
|
@ -21,6 +21,7 @@ attribute vec2 orthophotoTexCoord;
|
|||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec2 orthoTexCoord;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
uniform int colorMode;
|
||||
|
||||
|
@ -35,6 +36,7 @@ void setupShadows(vec4 eyeSpacePos);
|
|||
void main()
|
||||
{
|
||||
gl_Position = ftransform();
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
orthoTexCoord = orthophotoTexCoord;
|
||||
normal = gl_NormalMatrix * gl_Normal;
|
||||
|
@ -64,5 +66,5 @@ void main()
|
|||
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
||||
//fogCoord = abs(ecPosition.z / ecPosition.w);
|
||||
//fog_Func(fogType);
|
||||
setupShadows(gl_ModelViewMatrix * gl_Vertex);
|
||||
setupShadows(ecPosition);
|
||||
}
|
||||
|
|
|
@ -8,6 +8,7 @@ varying vec3 normal;
|
|||
varying vec3 relPos;
|
||||
varying vec2 rawPos;
|
||||
varying vec3 ecViewdir;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
@ -84,6 +85,7 @@ vec3 get_hazeColor(in float light_arg);
|
|||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
|
||||
void main()
|
||||
|
@ -319,7 +321,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
|||
color.rgb +=secondary_light * light_distance_fading(dist);
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
@ -142,7 +143,7 @@ void main()
|
|||
gl_Position = gl_ModelViewProjectionMatrix * pos;
|
||||
|
||||
//do the colour and fog
|
||||
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
|
|
@ -23,6 +23,7 @@
|
|||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
//varying float fogCoord;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
uniform int colorMode;
|
||||
uniform float osg_SimulationTime;
|
||||
|
@ -107,7 +108,7 @@ void main()
|
|||
gl_Position = gl_ModelViewProjectionMatrix * pos;
|
||||
|
||||
//do the colour and fog
|
||||
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
normal = gl_NormalMatrix * gl_Normal;
|
||||
|
|
|
@ -189,6 +189,7 @@ void main (void)
|
|||
|
||||
c1 *= ambient_light;
|
||||
vec4 finalColor = c1;
|
||||
finalColor.rgb += getClusteredLightsContribution(ecPosition.xyz, VNormal, basecolor.rgb);
|
||||
|
||||
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
|
||||
gl_FragColor = finalColor;
|
||||
|
|
|
@ -25,6 +25,7 @@ varying vec4 diffuse_term;
|
|||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
varying vec2 orthoTexCoord;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
@ -77,7 +78,7 @@ void main()
|
|||
|
||||
// this code is copied from default.vert
|
||||
|
||||
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
orthoTexCoord = orthophotoTexCoord;
|
||||
|
@ -244,7 +245,7 @@ else // the faster, full-day version without lightfields
|
|||
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
|
||||
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
||||
|
||||
setupShadows(gl_ModelViewMatrix * gl_Vertex);
|
||||
setupShadows(ecPosition);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
|
||||
varying vec4 ecPosition;
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
||||
|
@ -57,6 +57,7 @@ vec3 landing_light(in float offset, in float offsetv);
|
|||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
|
@ -147,6 +148,7 @@ void main()
|
|||
|
||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
fragColor = color * texel + specular;
|
||||
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
|
|
@ -120,6 +120,7 @@ vec3 moonlight_perception (in vec3 light) ;
|
|||
vec3 addLights(in vec3 color1, in vec3 color2);
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
|
@ -505,6 +506,8 @@ void main (void)
|
|||
|
||||
fragColor += Specular * nmap.a;
|
||||
|
||||
fragColor.rgb += getClusteredLightsContribution(vertVec, N, texel.rgb);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// BEGIN lightmap
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -247,5 +247,5 @@ void main(void)
|
|||
//gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
setupShadows(gl_ModelViewMatrix * vertex);
|
||||
setupShadows(ecPosition);
|
||||
}
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
@ -63,6 +64,7 @@ vec3 flashlight(in vec3 color, in float radius);
|
|||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
|
@ -173,6 +175,7 @@ void main()
|
|||
|
||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
fragColor = color * texel + specular;
|
||||
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||
|
||||
// implicit lightmap - the user gets to select
|
||||
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
@ -76,7 +77,7 @@ void main()
|
|||
|
||||
// this code is copied from default.vert
|
||||
|
||||
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
normal = gl_NormalMatrix * gl_Normal;
|
||||
|
@ -243,6 +244,6 @@ else // the faster, full-day version without lightfields
|
|||
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
||||
|
||||
if (shadow_mapping_enabled) {
|
||||
setupShadows(gl_ModelViewMatrix * gl_Vertex);
|
||||
setupShadows(ecPosition);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,6 +7,7 @@ varying vec4 diffuse_term;
|
|||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
varying vec3 rawpos;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
@ -79,6 +80,7 @@ vec3 flashlight(in vec3 color, in float radius);
|
|||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
|
@ -205,6 +207,8 @@ void main()
|
|||
fragColor = color * texel;
|
||||
fragColor.rgb += specular.rgb;
|
||||
|
||||
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||
|
||||
// implicit lightmap - the user gets to select a color which is then made emissive
|
||||
|
||||
if (implicit_lightmap_enabled == 1)
|
||||
|
|
|
@ -23,6 +23,7 @@ varying vec4 diffuse_term;
|
|||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
varying vec3 rawpos;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
@ -86,7 +87,7 @@ void main()
|
|||
|
||||
// this code is copied from default.vert
|
||||
|
||||
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
normal = gl_NormalMatrix * gl_Normal;
|
||||
|
@ -301,7 +302,7 @@ else // the faster, full-day version without lightfields
|
|||
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
||||
|
||||
if (shadow_mapping_enabled) {
|
||||
setupShadows(gl_ModelViewMatrix * gl_Vertex);
|
||||
setupShadows(ecPosition);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
@ -85,6 +86,7 @@ vec3 flashlight(in vec3 color, in float radius);
|
|||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
|
@ -308,6 +310,7 @@ void main()
|
|||
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||
|
||||
// explicit lightmap
|
||||
|
||||
|
|
|
@ -114,6 +114,7 @@ vec3 filter_combined (in vec3 color) ;
|
|||
vec3 addLights(in vec3 color1, in vec3 color2);
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
|
@ -625,7 +626,7 @@ void main (void)
|
|||
|
||||
fragColor += Specular * nmap.a;
|
||||
|
||||
|
||||
fragColor.rgb += getClusteredLightsContribution(vertVec, N, texel.rgb);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// BEGIN procedural lightmap
|
||||
|
|
|
@ -9,7 +9,7 @@ varying vec3 relPos;
|
|||
varying vec2 rawPos;
|
||||
varying vec3 worldPos;
|
||||
varying vec3 ecViewdir;
|
||||
|
||||
varying vec4 ecPosition;
|
||||
|
||||
|
||||
varying float steepness;
|
||||
|
@ -85,6 +85,7 @@ vec3 landing_light(in float offset, in float offsetv);
|
|||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
|
@ -486,6 +487,7 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
|
|||
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
vec3 hazeColor = get_hazeColor(lightArg);
|
||||
|
|
|
@ -9,6 +9,7 @@ varying vec3 relPos;
|
|||
varying vec2 rawPos;
|
||||
varying vec3 worldPos;
|
||||
varying vec3 ecViewdir;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
@ -74,6 +75,7 @@ vec3 get_hazeColor(in float light_arg);
|
|||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
|
||||
void main()
|
||||
|
@ -343,7 +345,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
|||
color.rgb +=secondary_light * light_distance_fading(dist) + lightspot(relPos);
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb + (2.0 * N.r + 0.1 * (noise_01m-0.5))* (1.0 - water_factor)) ;
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
|
|
|
@ -10,6 +10,7 @@ varying vec3 VTangent;
|
|||
varying vec3 VBinormal;
|
||||
varying vec3 vViewVec;
|
||||
varying vec3 reflVec;
|
||||
varying vec3 vertVec;
|
||||
|
||||
varying vec4 Diffuse;
|
||||
varying float alpha;
|
||||
|
@ -39,6 +40,7 @@ vec3 fog_Func(vec3 color, int type);
|
|||
//////////////////////
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
void main (void)
|
||||
{
|
||||
|
@ -130,6 +132,8 @@ void main (void)
|
|||
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb * (1.0 - refl_correction * (1.0 - 0.8 * lightness)) * nFactor, color.a);
|
||||
fragColor += Specular * nmap.a * nFactor;
|
||||
|
||||
fragColor.rgb += getClusteredLightsContribution(vertVec, N, texel.rgb);
|
||||
|
||||
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
|
|
@ -11,6 +11,7 @@ varying vec3 VBinormal;
|
|||
varying vec3 Normal;
|
||||
varying vec3 vViewVec;
|
||||
varying vec3 reflVec;
|
||||
varying vec3 vertVec;
|
||||
|
||||
varying vec4 Diffuse;
|
||||
varying float alpha;
|
||||
|
@ -56,7 +57,7 @@ void main(void)
|
|||
alpha = gl_Color.a;
|
||||
|
||||
// Vertex in eye coordinates
|
||||
vec3 vertVec = ecPosition.xyz;
|
||||
vertVec = ecPosition.xyz;
|
||||
|
||||
vViewVec.x = dot(t, vertVec);
|
||||
vViewVec.y = dot(b, vertVec);
|
||||
|
|
|
@ -15,6 +15,7 @@ uniform sampler2D orthophotoTexture;
|
|||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
varying vec2 orthoTexCoord;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
|
||||
uniform float visibility;
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||||
|
@ -40,6 +41,7 @@ vec3 get_hazeColor(in float light_arg);
|
|||
vec3 filter_combined (in vec3 color);
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
|
@ -99,6 +101,7 @@ void main()
|
|||
}
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -9,7 +9,7 @@ varying vec3 relPos;
|
|||
varying vec2 rawPos;
|
||||
varying vec3 worldPos;
|
||||
varying vec2 orthoTexCoord;
|
||||
|
||||
varying vec4 eyePos;
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
@ -61,6 +61,7 @@ vec3 get_hazeColor(in float light_arg);
|
|||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
|
||||
void main()
|
||||
|
@ -338,6 +339,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
|||
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, texel.rgb);
|
||||
|
||||
// here comes the terrain haze model
|
||||
|
||||
|
|
|
@ -27,6 +27,7 @@ varying vec3 relPos;
|
|||
varying vec2 rawPos;
|
||||
varying vec3 worldPos;
|
||||
varying vec2 orthoTexCoord;
|
||||
varying vec4 eyePos;
|
||||
|
||||
|
||||
varying float mie_angle;
|
||||
|
@ -88,7 +89,7 @@ void main()
|
|||
float scattering;
|
||||
|
||||
rawPos = gl_Vertex.xy;
|
||||
vec4 eyePos = gl_ModelViewMatrix * gl_Vertex;
|
||||
eyePos = gl_ModelViewMatrix * gl_Vertex;
|
||||
worldPos = (osg_ViewMatrixInverse * eyePos).xyz;
|
||||
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
|
||||
|
||||
|
|
|
@ -11,6 +11,7 @@ varying vec3 worldPos;
|
|||
varying vec3 ecViewdir;
|
||||
varying vec2 grad_dir;
|
||||
varying vec2 orthoTexCoord;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
@ -93,6 +94,7 @@ vec3 landing_light(in float offset, in float offsetv);
|
|||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
|
||||
// a fade function for procedural scales which are smaller than a pixel
|
||||
|
@ -497,6 +499,8 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
|
|||
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
vec3 hazeColor = get_hazeColor(lightArg);
|
||||
|
|
|
@ -29,6 +29,7 @@ varying vec3 worldPos;
|
|||
varying vec3 ecViewdir;
|
||||
varying vec2 grad_dir;
|
||||
varying vec2 orthoTexCoord;
|
||||
varying vec4 ecPosition;
|
||||
|
||||
varying float mie_angle;
|
||||
varying float steepness;
|
||||
|
@ -110,7 +111,7 @@ void main()
|
|||
|
||||
// this code is copied from default.vert
|
||||
|
||||
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
//gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
orthoTexCoord = orthophotoTexCoord;
|
||||
|
@ -296,7 +297,7 @@ if (use_IR_vision)
|
|||
gl_FrontColor.a = mie_angle;
|
||||
gl_BackColor.a = mie_angle;
|
||||
|
||||
setupShadows(gl_ModelViewMatrix * gl_Vertex);
|
||||
setupShadows(ecPosition);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -9,6 +9,7 @@ varying float RawPosZ;
|
|||
varying vec3 WorldPos;
|
||||
varying vec3 normal;
|
||||
varying vec3 Vnormal;
|
||||
varying vec4 eyePos;
|
||||
|
||||
uniform float SnowLevel;
|
||||
uniform float Transitions;
|
||||
|
@ -35,6 +36,7 @@ vec3 fog_Func(vec3 color, int type);
|
|||
//////////////////////
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -159,6 +161,7 @@ void main()
|
|||
}
|
||||
|
||||
vec4 fragColor = diffuseColor * texel + specular;
|
||||
fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, texel.rgb);
|
||||
|
||||
if(cover >= 2.5){
|
||||
fragColor.rgb = fragColor.rgb * 1.2;
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
|
||||
varying float RawPosZ;
|
||||
varying vec3 WorldPos;
|
||||
varying vec4 eyePos;
|
||||
varying vec3 normal;
|
||||
varying vec3 Vnormal;
|
||||
|
||||
|
@ -19,7 +20,7 @@ void setupShadows(vec4 eyeSpacePos);
|
|||
void main()
|
||||
{
|
||||
RawPosZ = gl_Vertex.z;
|
||||
vec4 eyePos = gl_ModelViewMatrix * gl_Vertex;
|
||||
eyePos = gl_ModelViewMatrix * gl_Vertex;
|
||||
WorldPos = (osg_ViewMatrixInverse * eyePos).xyz;
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
|
|
@ -66,6 +66,7 @@ vec3 fog_Func(vec3 color, int type);
|
|||
////////////////////////////////////
|
||||
|
||||
float getShadowing();
|
||||
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||
|
||||
|
||||
//////rotation matrices/////////////////////////////////////////////////////////
|
||||
|
@ -262,6 +263,8 @@ void main (void)
|
|||
|
||||
fragColor += Specular * nmap.a;
|
||||
|
||||
fragColor.rgb += getClusteredLightsContribution(eyeVec, N, texel.rgb);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// BEGIN lightmap
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -58,6 +58,9 @@ Started September 2000 by David Megginson, david@megginson.com
|
|||
<enabled type="bool" userarchive="y">false</enabled>
|
||||
<sun-atlas-size type="int" userarchive="y">2048</sun-atlas-size>
|
||||
</shadows>
|
||||
<clustered-shading>
|
||||
<enabled type="bool" userarchive="y">false</enabled>
|
||||
</clustered-shading>
|
||||
<photoscenery>
|
||||
<enabled type="bool" userarchive="y">false</enabled>
|
||||
</photoscenery>
|
||||
|
|
Loading…
Reference in a new issue