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Add flutter effect for flags etc.

Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
Vivian Meazza 2011-10-12 09:43:41 +01:00
parent 759c8ded5a
commit b7960ee919
2 changed files with 240 additions and 0 deletions

161
Effects/flutter.eff Normal file
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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/flutter</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<vertex-program-two-side type="bool">true</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform>
<!-- DIFFUSE -->
</material>
<shade-model>smooth</shade-model>
<wind-speed>
<!--<use>/environment/Vinson/rel-wind-speed-kts</use>-->
<use>/environment/config/boundary/entry[0]/wind-speed-kt</use>
</wind-speed>
<offset>0.0</offset>
<amplitude-factor>0.08</amplitude-factor>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<color-mode>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<!--
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
-->
</texture-unit>
<texture-unit>
<unit>9</unit>
<type>noise</type>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/flutter.vert</vertex-shader>
<fragment-shader>Shaders/default.frag</fragment-shader>
</program>
<!--<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>-->
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
<uniform>
<name>WindSpeed</name>
<type>float</type>
<value>
<use>wind-speed</use>
</value>
</uniform>
<uniform>
<name>Offset</name>
<type>float</type>
<value>
<use>offset</use>
</value>
</uniform>
<uniform>
<name>AmpFactor</name>
<type>float</type>
<value>
<use>amplitude-factor</use>
</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">9</value>
</uniform>
</pass>
</technique>
</PropertyList>

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// -*-C++-*-
// Shader that uses OpenGL state values to do per-pixel lighting
//
// The only light used is gl_LightSource[0], which is assumed to be
// directional.
//
// Diffuse colors come from the gl_Color, ambient from the material. This is
// equivalent to osg::Material::DIFFUSE.
#define MODE_OFF 0
#define MODE_DIFFUSE 1
#define MODE_AMBIENT_AND_DIFFUSE 2
// The ambient term of the lighting equation that doesn't depend on
// the surface normal is passed in gl_{Front,Back}Color. The alpha
// component is set to 1 for front, 0 for back in order to work around
// bugs with gl_FrontFacing in the fragment shader.
varying vec4 diffuse_term;
varying vec3 normal;
varying float fogCoord;
uniform int colorMode;
uniform float osg_SimulationTime;
uniform float WindSpeed, Offset, AmpFactor;
uniform sampler3D Noise;
void main()
{
// map noise vector
vec4 noisevec = texture3D(Noise, gl_Vertex.xyz);
//waving effect
float tsec = osg_SimulationTime;
vec4 pos = gl_Vertex;
vec4 oldpos = gl_Vertex;
float freq = (10 * WindSpeed) + 10;
pos.y = sin((pos.x * 5.0 + tsec * freq )/5.0) * 0.5 ;
pos.y += sin((pos.z * 5.0 + tsec * freq/2)/5.0) * 0.125 ;
pos.y *= pow(pos.x - Offset, 2.0) * AmpFactor;
gl_Position = gl_ModelViewProjectionMatrix * pos;
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
vec4 ambient_color, diffuse_color;
if (colorMode == MODE_DIFFUSE) {
diffuse_color = gl_Color;
ambient_color = gl_FrontMaterial.ambient;
} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
diffuse_color = gl_Color;
ambient_color = gl_Color;
} else {
diffuse_color = gl_FrontMaterial.diffuse;
ambient_color = gl_FrontMaterial.ambient;
}
diffuse_term = diffuse_color * gl_LightSource[0].diffuse;
vec4 ambient_term = ambient_color * gl_LightSource[0].ambient;
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (gl_FrontMaterial.diffuse.a < 1.0)
diffuse_term.a = gl_FrontMaterial.diffuse.a;
else
diffuse_term.a = gl_Color.a;
// Another hack for supporting two-sided lighting without using
// gl_FrontFacing in the fragment shader.
gl_FrontColor.rgb = ambient_term.rgb; gl_FrontColor.a = 0.0;
gl_BackColor.rgb = ambient_term.rgb; gl_FrontColor.a = 1.0;
fogCoord = abs(ecPosition.z / ecPosition.w);
}