use world coordinates for noise texture lookup
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
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4 changed files with 40 additions and 25 deletions
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@ -4,7 +4,8 @@
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// <20> Emilian Huminiuc 2011
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varying vec4 RawPos;
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varying float RawPosZ;
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varying vec3 WorldPos;
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varying vec3 normal;
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varying vec3 Vnormal;
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@ -32,7 +33,6 @@ void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shin
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void main()
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{
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float MixFactor;
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float NdotL;
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float NdotHV;
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float fogFactor;
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@ -50,14 +50,17 @@ void main()
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vec4 texel;
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vec4 fragColor;
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vec4 color;
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vec4 Noise;
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cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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Noise = texture3D(NoiseTex, RawPos.xyz*0.0011);
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MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
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vec4 Noise = texture3D(NoiseTex, WorldPos.xyz*0.0011);
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vec4 Noise2 = texture3D(NoiseTex, WorldPos.xyz * 0.00008);
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float MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
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float MixFactor2 = Noise2.r * Noise2.g * Noise2.b;
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MixFactor *= 300.0;
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MixFactor2 *= 300.0;
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MixFactor = clamp(MixFactor, 0.0, 1.0);
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MixFactor2 = clamp(MixFactor2, 0.0, 1.0);
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L1 = 0.90 - 0.02 * MixFactor; //first transition slope
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L2 = 0.78 + 0.04 * MixFactor; //Second transition slope
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@ -128,7 +131,7 @@ void main()
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wetness = 1.0 - 0.3 * RainNorm;
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texel.rgb = texel.rgb * wetness;
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float altitude = RawPos.z;
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float altitude = RawPosZ;
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//Snow texture for areas higher than SnowLevel
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if (altitude >= SnowLevel - (1000.0 * slope + 300.0 * MixFactor) && slope > L2 - 0.12) {
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texel = mix( texel,
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@ -149,7 +152,7 @@ void main()
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}
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fragColor.rgb *= 1.2 - 0.4 * MixFactor;
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fragColor.rgb *= 1.2 - 0.6 * MixFactor * MixFactor2;
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float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) );
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
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@ -3,13 +3,16 @@
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// Authors: Frederic Bouvier, Emilian Huminiuc
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//
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varying vec4 RawPos;
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varying float RawPosZ;
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varying vec3 WorldPos;
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varying vec3 normal;
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varying vec3 Vnormal;
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uniform mat4 osg_ViewMatrixInverse;
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void main() {
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RawPos = gl_Vertex;
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RawPosZ = gl_Vertex.z;
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WorldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = normalize(gl_Normal);
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@ -5,7 +5,8 @@
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#version 120
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varying vec4 RawPos;
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varying float RawPosZ;
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varying vec3 WorldPos;
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varying vec3 normal;
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varying vec3 Vnormal;
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@ -45,12 +46,16 @@ void main()
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float cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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vec4 Noise = texture3D(NoiseTex, RawPos.xyz * 0.0011);
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float MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
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MixFactor *= 300.0;
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MixFactor = clamp(MixFactor, 0.0, 1.0);
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float L1 = 0.90 - 0.02 * MixFactor; //first transition slope
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float L2 = 0.78 + 0.04 * MixFactor; //Second transition slope
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vec4 Noise = texture3D(NoiseTex, WorldPos.xyz*0.0011);
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vec4 Noise2 = texture3D(NoiseTex, WorldPos.xyz * 0.00008);
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float MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
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float MixFactor2 = Noise2.r * Noise2.g * Noise2.b;
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MixFactor *= 300.0;
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MixFactor2 *= 300.0;
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MixFactor = clamp(MixFactor, 0.0, 1.0);
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MixFactor2 = clamp(MixFactor2, 0.0, 1.0);
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float L1 = 0.90 - 0.02 * MixFactor; //first transition slope
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float L2 = 0.78 + 0.04 * MixFactor; //Second transition slope
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// Vnormal should be reversed.
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@ -65,7 +70,7 @@ void main()
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pf = pow(nDotHV, gl_FrontMaterial.shininess);
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if (gl_FrontMaterial.shininess > 0.0)
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specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pf;
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specular = gl_FrontMaterial.specular * gl_LightSource[0].diffuse * pf;
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// vec4 diffuseColor = gl_FrontMaterial.emission +
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// vec4(1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient) +
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@ -141,7 +146,7 @@ void main()
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float wetness = 1.0 - 0.3 * RainNorm;
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texel.rgb = texel.rgb * wetness;
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float altitude = RawPos.z;
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float altitude = RawPosZ;
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//Snow texture for areas higher than SnowLevel
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if (altitude >= SnowLevel - (1000.0 * slope + 300.0 * MixFactor) && slope > L2 - 0.12) {
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texel = mix(texel, mix(texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope)),
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@ -160,7 +165,7 @@ void main()
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fragColor.b = fragColor.b * (0.5 + 0.25 * cover);
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}
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fragColor.rgb *= 1.2 - 0.4 * MixFactor;
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fragColor.rgb *= 1.2 - 0.6 * MixFactor * MixFactor2;
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fragColor.rgb = fog_Func(fragColor.rgb, fogType);
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gl_FragColor = fragColor;
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}
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@ -7,13 +7,17 @@
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#version 120
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varying vec4 RawPos;
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varying vec3 normal;
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varying vec3 Vnormal;
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varying float RawPosZ;
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varying vec3 WorldPos;
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varying vec3 normal;
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varying vec3 Vnormal;
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uniform mat4 osg_ViewMatrixInverse;
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void main()
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{
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RawPos = gl_Vertex;
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RawPosZ = gl_Vertex.z;
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WorldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = normalize(gl_Normal);
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