Improve wingflex shader+effect
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2 changed files with 87 additions and 36 deletions
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@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/model-wingflex-organic</name>
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<name>Effects/model-wingflex</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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@ -142,9 +142,15 @@
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<wetness><use>/environment/surface/wetness</use></wetness>
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<rnorm><use>/environment/rain-norm</use></rnorm>
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<!-- Wingflex -->
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<organic type="bool">0</organic>
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<body-width type="float">0.7</body-width>
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<wingflex-alpha>0.0</wingflex-alpha>
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<wingflex-trailing-alpha>0.0</wingflex-trailing-alpha>
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<wingsweep-factor>0.0</wingsweep-factor>
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<wingflex-z>0.0</wingflex-z>
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<wing-span>15.0</wing-span>
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<!-- END Wingflex -->
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<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
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<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
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<cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x>
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@ -435,7 +441,7 @@
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</vertex-program-two-side>
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<program>
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<vertex-shader n="0">Shaders/model-ALS-wingflex-organic.vert</vertex-shader>
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<vertex-shader n="0">Shaders/model-ALS-wingflex.vert</vertex-shader>
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<fragment-shader n="1">Shaders/model-ALS-ultra.frag</fragment-shader>
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<fragment-shader n="2">Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader n="3">Shaders/hazes.frag</fragment-shader>
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@ -492,6 +498,12 @@
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<value type="int">7</value>
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</uniform>
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<uniform>
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<name>organic</name>
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<type>bool</type>
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<value><use>organic</use></value>
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</uniform>
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<uniform>
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<name>wingflex_alpha</name>
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<type>float</type>
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@ -510,6 +522,24 @@
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<value><use>wingsweep-factor</use></value>
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</uniform>
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<uniform>
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<name>wingflex_z</name>
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<type>float</type>
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<value><use>wingflex-z</use></value>
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</uniform>
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<uniform>
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<name>body_width</name>
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<type>float</type>
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<value><use>body-width</use></value>
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</uniform>
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<uniform>
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<name>wing_span</name>
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<type>float</type>
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<value><use>wing-span</use></value>
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</uniform>
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<!-- NORMAL MAP -->
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<!-- normalmap is used-->
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<uniform>
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@ -22,9 +22,13 @@ attribute vec3 binormal;
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uniform float pitch;
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uniform float roll;
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uniform float hdg;
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uniform bool organic;
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uniform float body_width;
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uniform float wingflex_alpha;
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uniform float wingflex_trailing_alpha;
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uniform float wingsweep_factor;
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uniform float wingflex_z;
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uniform float wing_span;
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uniform int refl_dynamic;
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uniform int nmap_enabled;
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uniform int shader_qual;
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@ -55,46 +59,63 @@ void main(void)
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{
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vec4 vertex = gl_Vertex;
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if ( organic ) {
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float arm_reach = 4.8;
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float body_width = 0.7;
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float arm_reach = 4.8;
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float x_factor = max((abs(vertex.x) - body_width),0);
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float y_factor = max(vertex.y,0.0);
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float flex_factor1 = wingflex_alpha * (1.0 - wingsweep_factor);
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float flex_factor2 = wingflex_trailing_alpha * (1.0 -wingsweep_factor);
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float x_factor = max((abs(vertex.x) - body_width),0);
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float y_factor = max(vertex.y,0.0);
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float flex_factor1 = wingflex_alpha * (1.0 - wingsweep_factor);
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float flex_factor2 = wingflex_trailing_alpha * (1.0 -wingsweep_factor);
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if (flex_factor1<0.0) {flex_factor1 *=0.7;}
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if (flex_factor2<0.0) {flex_factor1 *=0.7;}
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if (flex_factor1<0.0) {flex_factor1 *=0.7;}
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if (flex_factor2<0.0) {flex_factor1 *=0.7;}
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// basic flapping motion is linear to arm_reach, then parabolic
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// basic flapping motion is linear to arm_reach, then parabolic
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float intercept_point = 0.1 * arm_reach * arm_reach * flex_factor1;
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float intercept_point = 0.1 * arm_reach * arm_reach * flex_factor1;
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if (x_factor < arm_reach)
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{
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vertex.z += x_factor/arm_reach * intercept_point;
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if (x_factor < arm_reach)
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{
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vertex.z += x_factor/arm_reach * intercept_point;
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}
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else
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{
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vertex.z += 0.1 * x_factor * x_factor * flex_factor1;
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}
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// upward stroke is slightly forward-swept, downward stroke a bit backward
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vertex.y += -0.25 * abs(x_factor) * flex_factor1;
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//trailing edge lags the motion
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vertex.z += 0.2 * y_factor * x_factor * flex_factor2;
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// if the wings are folded, we sweep them back
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vertex.y += 0.5 * x_factor * wingsweep_factor;
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float sweep_x = 0.5;
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if (vertex.x > 0.0) {sweep_x = - 0.5;}
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vertex.x+= sweep_x * (1.0 + 0.5 *x_factor) * wingsweep_factor;
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} else {
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float x_factor = max((abs(vertex.x) - body_width),0);
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float y_factor = max(vertex.y,0.0);
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float distance;
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if(vertex.y < body_width && vertex.y > -body_width){
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//this part does not move
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distance = 0;
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}else if(vertex.y > body_width){
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distance = vertex.y - (body_width/2);
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}else if(vertex.y < -body_width){
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distance = vertex.y - ((-1*body_width)/2);
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}
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float deflection = wingflex_z * (distance*distance)/(wing_span*wing_span);
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else
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{
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vertex.z += 0.1 * x_factor * x_factor * flex_factor1;
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}
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// upward stroke is slightly forward-swept, downward stroke a bit backward
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vertex.y += -0.25 * abs(x_factor) * flex_factor1;
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//trailing edge lags the motion
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vertex.z += 0.2 * y_factor * x_factor * flex_factor2;
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// if the wings are folded, we sweep them back
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vertex.y += 0.5 * x_factor * wingsweep_factor;
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float sweep_x = 0.5;
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if (vertex.x > 0.0) {sweep_x = - 0.5;}
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vertex.x+= sweep_x * (1.0 + 0.5 *x_factor) * wingsweep_factor;
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vertex.z += deflection;
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vertex.y -= deflection/wing_span;
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}
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rawpos = vertex.xyz;
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