WS30: Improved material atlas
Add - texture size - shininess - diffuse - specular from material.xml into the fragment shader via sampler1D.
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3 changed files with 268 additions and 60 deletions
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@ -19,45 +19,7 @@
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</emissive>
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</emissive>
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<shininess>1.2</shininess>
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<shininess>1.2</shininess>
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</material>
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</material>
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<texture n="2">
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<image>Textures/Terrain/city1.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<!-- also repeat -->
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<!--
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<wrap-r>clamp-to-border</wrap-r>
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-->
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<!-- float, signed-integer, integer -->
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="3">
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<image>Textures/Terrain/forest.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<!-- also repeat -->
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<!--
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<wrap-r>clamp-to-border</wrap-r>
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-->
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<!-- float, signed-integer, integer -->
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="4">
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<image>Textures/Terrain/water.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<!-- also repeat -->
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<!--
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<wrap-r>clamp-to-border</wrap-r>
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-->
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<!-- float, signed-integer, integer -->
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="10">
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<texture n="10">
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<image>Textures/Terrain/snow3.png</image>
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<image>Textures/Terrain/snow3.png</image>
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<type>2d</type>
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<type>2d</type>
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@ -199,6 +161,11 @@
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<display_ysize>
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<display_ysize>
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<use>/sim/startup/ysize</use>
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<use>/sim/startup/ysize</use>
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</display_ysize>
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</display_ysize>
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<!--
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<tile_width>
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<use>/sim/rendering/texture-factor</use>
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</tile_width>
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-->
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<view_pitch_offset>
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<view_pitch_offset>
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<use>/sim/current-view/pitch-offset-deg</use>
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<use>/sim/current-view/pitch-offset-deg</use>
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</view_pitch_offset>
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</view_pitch_offset>
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@ -584,7 +551,7 @@
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</texture-unit>
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</texture-unit>
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<program>
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<program>
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<vertex-shader>Shaders/generic-ALS-base.vert</vertex-shader>
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<vertex-shader>Shaders/ws30.vert</vertex-shader>
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<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
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<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/ws30.frag</fragment-shader>
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<fragment-shader>Shaders/ws30.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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@ -758,18 +725,18 @@
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<value type="int">1</value>
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<value type="int">1</value>
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</uniform>
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</uniform>
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<uniform>
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<uniform>
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<name>city</name>
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<name>dimensionsArray</name>
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<type>sampler-2d</type>
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<type>sampler-1d</type>
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<value type="int">2</value>
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<value type="int">2</value>
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</uniform>
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</uniform>
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<uniform>
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<uniform>
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<name>forest</name>
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<name>diffuseArray</name>
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<type>sampler-2d</type>
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<type>sampler-1d</type>
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<value type="int">3</value>
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<value type="int">3</value>
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</uniform>
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</uniform>
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<uniform>
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<uniform>
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<name>water</name>
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<name>specularArray</name>
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<type>sampler-2d</type>
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<type>sampler-1d</type>
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<value type="int">4</value>
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<value type="int">4</value>
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</uniform>
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</uniform>
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<uniform>
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<uniform>
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@ -10,13 +10,11 @@ varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 normal;
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varying vec3 relPos;
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varying vec3 relPos;
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uniform sampler2D landclass;
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uniform sampler2D landclass;
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uniform sampler2DArray atlas;
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uniform sampler2DArray atlas;
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//uniform sampler2D city;
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uniform sampler1D dimensionsArray;
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//uniform sampler2D forest;
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uniform sampler1D diffuseArray;
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//uniform sampler2D water;
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uniform sampler1D specularArray;
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varying float yprime_alt;
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varying float yprime_alt;
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varying float mie_angle;
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varying float mie_angle;
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@ -59,17 +57,26 @@ float luminance(vec3 color)
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void main()
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void main()
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{
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{
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// The Landclass for this particular fragment. This can be used to
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// index into the atlas textures.
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int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5);
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// this is taken from default.frag
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// this is taken from default.frag
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vec3 n;
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vec3 n;
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float NdotL, NdotHV, fogFactor;
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float NdotL, NdotHV, fogFactor;
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vec4 color = gl_Color;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 texel;
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vec4 texel;
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vec4 fragColor;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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vec4 specular = vec4(0.0);
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float intensity;
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float intensity;
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float mat_index = float(lc)/512.0;
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float mat_shininess = texture(dimensionsArray, mat_index).z;
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vec4 mat_diffuse = texture(diffuseArray, mat_index);
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vec4 mat_specular = texture(specularArray, mat_index);
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vec4 color = mat_diffuse;
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float effective_scattering = min(scattering, cloud_self_shading);
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float effective_scattering = min(scattering, cloud_self_shading);
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@ -81,13 +88,14 @@ void main()
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n = (2.0 * gl_Color.a - 1.0) * normal;
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n = (2.0 * gl_Color.a - 1.0) * normal;
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n = normalize(n);
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n = normalize(n);
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NdotL = dot(n, lightDir);
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NdotL = dot(n, lightDir);
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if (NdotL > 0.0) {
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if (NdotL > 0.0) {
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float shadowmap = getShadowing();
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float shadowmap = getShadowing();
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color += diffuse_term * NdotL * shadowmap;
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color += diffuse_term * NdotL * shadowmap;
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NdotHV = max(dot(n, halfVector), 0.0);
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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if (mat_shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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specular.rgb = (mat_specular.rgb
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* light_specular.rgb
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* light_specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess)
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* pow(NdotHV, gl_FrontMaterial.shininess)
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* shadowmap);
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* shadowmap);
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@ -98,13 +106,13 @@ void main()
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// is closer to what the OpenGL fixed function pipeline does.
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// is closer to what the OpenGL fixed function pipeline does.
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color = clamp(color, 0.0, 1.0);
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color = clamp(color, 0.0, 1.0);
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int lc = int(texture2D(landclass, gl_TexCoord[0].st).b * 255.0 + 0.5);
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//vec2 st = mod(gl_TexCoord[0].st, 0.125); // mod to 1/8 of the space
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//st.s = st.s + 0.125 * mod(lc, 8);
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//st.y = st.y + 0.125 * int(lc/8);
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texel = texture(atlas, vec3(gl_TexCoord[0].st, lc));
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//texel = texture2D(texture, gl_TexCoord[0].st);
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// Different textures have different have different dimensions.
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// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
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vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
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vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
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texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc));
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fragColor = color * texel + specular;
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fragColor = color * texel + specular;
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// here comes the terrain haze model
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// here comes the terrain haze model
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233
Shaders/ws30.vert
Normal file
233
Shaders/ws30.vert
Normal file
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@ -0,0 +1,233 @@
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// WS30 VERTEX SHADER
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// -*-C++-*-
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#version 120
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// Shader that uses OpenGL state values to do per-pixel lighting
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//
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// The only light used is gl_LightSource[0], which is assumed to be
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// directional.
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//
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// Colors are not assigned in this shader, as they will come from
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// the landclass lookup in the fragment shader.
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// Haze part added by Thorsten Renk, Oct. 2011
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#define MODE_OFF 0
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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attribute vec2 orthophotoTexCoord;
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// The constant term of the lighting equation that doesn't depend on
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// the surface normal is passed in gl_{Front,Back}Color. The alpha
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// component is set to 1 for front, 0 for back in order to work around
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// bugs with gl_FrontFacing in the fragment shader.
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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 vec2 orthoTexCoord;
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varying float yprime_alt;
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varying float mie_angle;
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uniform int colorMode;
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uniform float hazeLayerAltitude;
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uniform float terminator;
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uniform float terrain_alt;
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uniform float avisibility;
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uniform float visibility;
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uniform float overcast;
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uniform float ground_scattering;
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uniform float moonlight;
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void setupShadows(vec4 eyeSpacePos);
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// This is the value used in the skydome scattering shader - use the same here for consistency?
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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float earthShade;
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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)
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{
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//x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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void main()
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{
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vec4 light_diffuse;
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vec4 light_ambient;
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
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//float yprime_alt;
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float yprime;
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float lightArg;
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float intensity;
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float vertex_alt;
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float scattering;
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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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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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orthoTexCoord = orthophotoTexCoord;
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normal = gl_NormalMatrix * gl_Normal;
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// here start computations for the haze layer
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// we need several geometrical quantities
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// first current altitude of eye position in model space
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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// and relative position to vector
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relPos = gl_Vertex.xyz - ep.xyz;
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// unfortunately, we need the distance in the vertex shader, although the more accurate version
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// is later computed in the fragment shader again
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float dist = length(relPos);
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// altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
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vertex_alt = max(gl_Vertex.z,100.0);
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scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
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// branch dependent on daytime
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if (terminator < 1000000.0) // the full, sunrise and sunset computation
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{
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// establish coordinates relative to sun position
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vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
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vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
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// yprime is the distance of the vertex into sun direction
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yprime = -dot(relPos, lightHorizon);
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// this gets an altitude correction, higher terrain gets to see the sun earlier
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yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
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// two times terminator width governs how quickly light fades into shadow
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// now the light-dimming factor
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earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
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// parametrized version of the Flightgear ground lighting function
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lightArg = (terminator-yprime_alt)/100000.0;
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// directional scattering for low sun
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if (lightArg < 10.0)
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{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
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else
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{mie_angle = 1.0;}
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light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
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light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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light_diffuse.a = 1.0;
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light_diffuse = light_diffuse * scattering;
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light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
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light_ambient.g = light_ambient.r * 0.4/0.33;
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light_ambient.b = light_ambient.r * 0.5/0.33;
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light_ambient.a = 1.0;
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// correct ambient light intensity and hue before sunrise
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if (earthShade < 0.5)
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{
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//light_ambient = light_ambient * (0.7 + 0.3 * smoothstep(0.2, 0.5, earthShade));
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intensity = length(light_ambient.xyz);
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light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
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light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
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intensity = length(light_diffuse.xyz);
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light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// the haze gets the light at the altitude of the haze top if the vertex in view is below
|
||||||
|
// but the light at the vertex if the vertex is above
|
||||||
|
|
||||||
|
vertex_alt = max(vertex_alt,hazeLayerAltitude);
|
||||||
|
|
||||||
|
if (vertex_alt > hazeLayerAltitude)
|
||||||
|
{
|
||||||
|
if (dist > 0.8 * avisibility)
|
||||||
|
{
|
||||||
|
vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
|
||||||
|
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
vertex_alt = hazeLayerAltitude;
|
||||||
|
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
else // the faster, full-day version without lightfields
|
||||||
|
{
|
||||||
|
//vertex_alt = max(gl_Vertex.z,100.0);
|
||||||
|
|
||||||
|
earthShade = 1.0;
|
||||||
|
mie_angle = 1.0;
|
||||||
|
|
||||||
|
if (terminator > 3000000.0)
|
||||||
|
{light_diffuse = vec4 (1.0, 1.0, 1.0, 0.0);
|
||||||
|
light_ambient = vec4 (0.33, 0.4, 0.5, 0.0); }
|
||||||
|
else
|
||||||
|
{
|
||||||
|
|
||||||
|
lightArg = (terminator/100000.0 - 10.0)/20.0;
|
||||||
|
light_diffuse.b = 0.78 + lightArg * 0.21;
|
||||||
|
light_diffuse.g = 0.907 + lightArg * 0.091;
|
||||||
|
light_diffuse.r = 0.904 + lightArg * 0.092;
|
||||||
|
light_diffuse.a = 1.0;
|
||||||
|
|
||||||
|
light_ambient.r = 0.316 + lightArg * 0.016;
|
||||||
|
light_ambient.g = light_ambient.r * 0.4/0.33;
|
||||||
|
light_ambient.b = light_ambient.r * 0.5/0.33;
|
||||||
|
light_ambient.a = 1.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
light_diffuse = light_diffuse * scattering;
|
||||||
|
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// default lighting based on texture and material using the light we have just computed
|
||||||
|
|
||||||
|
diffuse_term = light_diffuse;
|
||||||
|
vec4 constant_term = (gl_LightModel.ambient + light_ambient);
|
||||||
|
// Another hack for supporting two-sided lighting without using
|
||||||
|
// gl_FrontFacing in the fragment shader.
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue