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No code change - Improve readability by reindenting files

This commit is contained in:
Frederic Bouvier 2012-08-08 09:02:26 +02:00
parent 89928f8350
commit c20b4b1fbb
2 changed files with 748 additions and 879 deletions

View file

@ -76,7 +76,6 @@
</parameters>
<!-- put techniques at a "high" index to allow derived effects to
insert their own techniques first. -->
<technique n="4">
<predicate>
<and>
@ -128,9 +127,7 @@
<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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>-->
<program>
<!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
@ -145,7 +142,6 @@
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>-->
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
<pass>
@ -176,9 +172,7 @@
<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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
@ -190,9 +184,7 @@
<filter><use>texture[12]/filter</use></filter>
<wrap-s><use>texture[12]/wrap-s</use></wrap-s>
<wrap-t><use>texture[12]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[12]/internal-format</use>
</internal-format>
<internal-format><use>texture[12]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
@ -200,9 +192,7 @@
<filter><use>texture[10]/filter</use></filter>
<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[10]/internal-format</use>
</internal-format>
<internal-format><use>texture[10]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>7</unit>
@ -210,9 +200,7 @@
<filter><use>texture[11]/filter</use></filter>
<wrap-s><use>texture[11]/wrap-s</use></wrap-s>
<wrap-t><use>texture[11]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[11]/internal-format</use>
</internal-format>
<internal-format><use>texture[11]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-detailed.vert</vertex-shader>
@ -321,7 +309,8 @@
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<depth>
<function>lequal</function>
@ -329,8 +318,6 @@
</depth>
</pass>
</technique>
<technique n="5">
<predicate>
<and>
@ -372,9 +359,7 @@
<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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
@ -413,9 +398,7 @@
<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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze.vert</vertex-shader>
@ -474,7 +457,8 @@
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<depth>
<function>lequal</function>
@ -482,7 +466,6 @@
</depth>
</pass>
</technique>
<technique n="10">
<predicate>
<and>
@ -525,9 +508,7 @@
<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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
<environment>
<mode>modulate</mode>
</environment>
@ -550,12 +531,10 @@
</uniform -->
</pass>
</technique>
<technique n="11">
<predicate>
<and>
<property>/sim/rendering/shaders/generic</property>
<or>
<less-equal>
<value type="float">2.0</value>
@ -573,26 +552,14 @@
<pass>
<lighting>true</lighting>
<material>
<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>
<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>ambient-and-diffuse</color-mode>
</material>
<alpha-test>
<use>transparent</use>
</alpha-test>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
@ -601,21 +568,11 @@
</render-bin>
<texture-unit>
<unit>0</unit>
<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>
<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>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
@ -633,56 +590,28 @@
<pass>
<lighting>true</lighting>
<material>
<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>
<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>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<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>
<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>
<program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
@ -693,44 +622,32 @@
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
<value><use>visibility</use></value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
<value><use>avisibility</use></value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
<value><use>lthickness</use></value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
<value><use>fogtype</use></value>
</uniform>
<uniform>
<name>texture</name>
@ -749,62 +666,32 @@
</depth>
</pass>
</technique>
<technique n="12">
<pass>
<lighting>true</lighting>
<material>
<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>
<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>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<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>
<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>
<environment>
<mode>modulate</mode>
</environment>

View file

@ -106,8 +106,6 @@ return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
float fog_func (in float targ)
{
float fade_mix;
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
@ -116,15 +114,14 @@ float fade_mix;
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
if (alt < 30000.0)
{return exp(-targ - targ * targ * targ * targ);}
else if (alt < 50000.0)
{
if (alt < 30000.0) {
return exp(-targ - targ * targ * targ * targ);
}
else if (alt < 50000.0) {
fade_mix = (alt - 30000.0)/20000.0;
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
}
else
{
else {
return exp(- targ * targ - pow(targ,4.0));
}
@ -132,9 +129,6 @@ else
void main()
{
float dist = length(relPos);
// this is taken from default.frag
@ -176,13 +170,7 @@ float noise_500m = Noise2D(rawPos.xy, 500.0);
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
float noise_2000m = Noise2D(rawPos.xy, 2000.0);
//
// get the texels
texel = texture2D(texture, gl_TexCoord[0].st);
@ -238,7 +226,6 @@ if (tquality_level > 2)
nSum = nSum + 0.2 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
mix_factor = smoothstep(0.5, 0.54, nSum);
texel = mix(texel, mix_texel, mix_factor);
}
// then the detail texture overlay
@ -319,11 +306,12 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
if (NdotL > 0.0) {
color += diffuse_term * NdotL;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
if (gl_FrontMaterial.shininess > 0.0) {
specular.rgb = ((gl_FrontMaterial.specular.rgb + (water_factor * vec3 (1.0, 1.0, 1.0)))
* light_specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
}
}
color.a = diffuse_term.a;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
@ -372,8 +360,12 @@ if (delta_z > 0.0) // we're inside the layer
else // we may look through upper layer edge
{
H = dist * ct;
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
else {distance_in_layer = dist;}
if (H > delta_z) {
distance_in_layer = dist/H * delta_z;
}
else {
distance_in_layer = dist;
}
vAltitude = min(distance_in_layer,visibility) * ct;
delta_zv = delta_z - vAltitude;
}
@ -412,7 +404,6 @@ if (visibility < avisibility)
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
}
else
{
@ -459,7 +450,8 @@ eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + term
// Mie-like factor
if (lightArg < 5.0)
{intensity = length(hazeColor);
{
intensity = length(hazeColor);
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
}
@ -489,22 +481,12 @@ hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
fragColor.xyz = mix(eqColorFactor * hazeColor * eShade, fragColor.xyz,transmission);
gl_FragColor = fragColor;
}
else // if dist < threshold no fogging at all
{
gl_FragColor = fragColor;
}
}