ALS road shader: add procedural snow, make lighting switchable
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2 changed files with 60 additions and 10 deletions
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@ -17,8 +17,11 @@
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<grain-texture-enabled type="int">0</grain-texture-enabled>
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<grain-magnification type="float">50</grain-magnification>
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<lightmap-color type="vec3d" n="0"> 0.8 0.8 1.0 </lightmap-color>
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<snow_level><use>/environment/snow-level-m</use></snow_level>
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<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
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<road-traffic-enabled><use>/sim/rendering/osm/road-traffic-enabled</use></road-traffic-enabled>
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<road-traffic-density><use>/sim/rendering/osm/road-traffic-density</use></road-traffic-density>
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<road-light-factor><use>/environment/lightmap-factor</use></road-light-factor>
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</parameters>
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<technique n="3">
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@ -492,6 +495,14 @@
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<use>lightmap-color</use>
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</value>
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</uniform>
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<uniform>
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<name>streetlight_factor</name>
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<type>float</type>
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<value>
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<use>road-light-factor</use>
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</value>
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</uniform>
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<!-- use a grain texture map-->
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@ -511,7 +522,7 @@
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</value>
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</uniform>
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<!-- simulate wetness and rain-->
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<!-- simulate wetness, snow and rain-->
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<uniform>
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<name>rain_enabled</name>
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<type>int</type>
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@ -520,6 +531,18 @@
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</value>
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</uniform>
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<uniform>
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<name>snowlevel</name>
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<type>float</type>
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<value><use>snow_level</use></value>
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</uniform>
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<uniform>
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<name>snow_thickness_factor</name>
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<type>float</type>
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<value><use>snow_thickness_factor</use></value>
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</uniform>
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<!-- set the amount of ambient light correction 0.0 - 1.0 -->
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<uniform>
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<name>amb_correction</name>
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@ -56,6 +56,7 @@ uniform float grain_magnification;
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uniform float wetness;
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uniform float rain_norm;
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uniform float road_traffic_density;
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uniform float streetlight_factor;
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uniform float avisibility;
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uniform float cloud_self_shading;
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@ -69,6 +70,8 @@ uniform float terminator;
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uniform float terrain_alt;
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uniform float visibility;
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uniform float air_pollution;
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uniform float snowlevel;
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uniform float snow_thickness_factor;
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uniform float osg_SimulationTime;
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@ -98,6 +101,7 @@ float alt_factor(in float eye_alt, in float vertex_alt);
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float light_distance_fading(in float dist);
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float fog_backscatter(in float avisibility);
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float rand2D(in vec2 co);
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float Noise2D(in vec2 coord, in float wavelength);
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vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
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vec3 get_hazeColor(in float lightArg);
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@ -182,6 +186,11 @@ void main (void)
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vec3 mixedcolor;
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vec3 N = vec3(0.0,0.0,1.0);
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// noise
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float noise_1m = Noise2D(rawpos.xy, 1.0);
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float noise_5m = Noise2D(rawpos.xy, 5.0);
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// road type characteristics
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@ -242,6 +251,8 @@ void main (void)
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float ct = dot(normalize(up), normalize(vertVec));
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vec3 relPos = (gl_ModelViewMatrixInverse * vec4 (vertVec,0.0)).xyz;
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/// END geometry for light
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@ -292,15 +303,32 @@ void main (void)
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/// END grain overlay
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/// BEGIN procedural cars
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float cTag = 0.0;
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float cPresent = 0.0;
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/// BEGIN procedural textures - cars and snow
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vec2 roadCoords = gl_TexCoord[0].st;
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roadCoords.s *=8.0;
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roadCoords.s = fract(roadCoords.s);
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vec4 snow_texel = vec4 (0.95, 0.95, 0.95, 1.0);
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float noise_term = 0.5 * (noise_5m - 0.5);
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noise_term += 0.5 * (noise_1m - 0.5);
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snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + 0.5*snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
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float noise_2000m = 0.0;
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float noise_10m = 0.0;
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float snowLaneShape = smoothstep(0.20, 0.28, roadCoords.s) * (1.0-smoothstep(0.42, 0.5, roadCoords.s));
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snowLaneShape += smoothstep(0.6, 0.68, roadCoords.s) * (1.0-smoothstep(0.82, 0.9, roadCoords.s));
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snow_texel.a *= (1.0 - 0.3* snowLaneShape * rtype_traffic_density);
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texel.rgb = mix(texel.rgb, snow_texel.rgb, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, 1.0 * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
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float cTag = 0.0;
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float cPresent = 0.0;
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if (road_traffic_enabled == 1)
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{
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float cSign = 1.0;
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@ -329,9 +357,9 @@ void main (void)
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float cPos = cTag;
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if (cSign > 0.0) {cPos = 1.0 - cPos;}
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float cShape = smoothstep(0.0, 0.05, cPos) * (1.0-smoothstep(0.35, 0.4, cPos));
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float laneShape = smoothstep(0.25, 0.28, roadCoords.s) * (1.0-smoothstep(0.42, 0.45, roadCoords.s));
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laneShape += smoothstep(0.65, 0.68, roadCoords.s) * (1.0-smoothstep(0.82, 0.85, roadCoords.s));
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cShape *= laneShape;
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texel.rgb = mix(texel.rgb, cColor, cPresent * cShape);
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@ -395,7 +423,7 @@ void main (void)
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{pf1 = pow(nDotHV1, 0.5*gl_FrontMaterial.shininess);}
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vec3 relPos = (gl_ModelViewMatrixInverse * vec4 (vertVec,0.0)).xyz;
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if (cloud_shadow_flag == 1)
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{
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light_diffuse = light_diffuse * shadow_func(relPos.x, relPos.y, 1.0, dist);
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@ -427,7 +455,7 @@ void main (void)
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Specular+= gl_FrontMaterial.specular * pow(max(0.0,-dot(N,normalize(vertVec))),gl_FrontMaterial.shininess) * vec4(secondary_light,1.0);
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//vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
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vec4 color = Diffuse * gl_FrontMaterial.diffuse;
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vec4 color = Diffuse * gl_FrontMaterial.diffuse;
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color = clamp( color, 0.0, 1.0 );
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@ -531,7 +559,6 @@ void main (void)
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// set ambient adjustment to remove bluiness with user input
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float ambient_offset = clamp(amb_correction, -1.0, 1.0);
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//vec4 ambient = gl_LightModel.ambient + gl_LightSource[0].ambient;
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vec4 ambient = gl_LightModel.ambient + light_ambient;
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vec4 ambient_Correction = vec4(ambient.rg, ambient.b * 0.6, 1.0)
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* ambient_offset ;
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@ -558,7 +585,7 @@ void main (void)
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vec3 pLMColor = streetlight_color;//vec3 (0.941, 0.682, 0.086);
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float pLMIntensity = smoothstep(0.0, 0.4, roadCoords.s) * (1.0 - smoothstep(0.6, 1.0, roadCoords.s));
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pLMIntensity = 0.5 * rtype_base_illumination + 0.1 * max(0.0,sin(4.0 * roadCoords.t));
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pLMIntensity = 0.5 * rtype_base_illumination + 0.1 * max(0.0,sin(4.0 * roadCoords.t)) * streetlight_factor;
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pLMColor *= pLMIntensity;
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