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use world coordinates for noise texture lookup

Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
Emilian Huminiuc 2013-01-17 11:51:23 +02:00
parent 72c876aec6
commit d098796d46
4 changed files with 40 additions and 25 deletions

View file

@ -4,7 +4,8 @@
// <20> Emilian Huminiuc 2011
varying vec4 RawPos;
varying float RawPosZ;
varying vec3 WorldPos;
varying vec3 normal;
varying vec3 Vnormal;
@ -32,7 +33,6 @@ void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shin
void main()
{
float MixFactor;
float NdotL;
float NdotHV;
float fogFactor;
@ -50,14 +50,17 @@ void main()
vec4 texel;
vec4 fragColor;
vec4 color;
vec4 Noise;
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
Noise = texture3D(NoiseTex, RawPos.xyz*0.0011);
MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
vec4 Noise = texture3D(NoiseTex, WorldPos.xyz*0.0011);
vec4 Noise2 = texture3D(NoiseTex, WorldPos.xyz * 0.00008);
float MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
float MixFactor2 = Noise2.r * Noise2.g * Noise2.b;
MixFactor *= 300.0;
MixFactor2 *= 300.0;
MixFactor = clamp(MixFactor, 0.0, 1.0);
MixFactor2 = clamp(MixFactor2, 0.0, 1.0);
L1 = 0.90 - 0.02 * MixFactor; //first transition slope
L2 = 0.78 + 0.04 * MixFactor; //Second transition slope
@ -128,7 +131,7 @@ void main()
wetness = 1.0 - 0.3 * RainNorm;
texel.rgb = texel.rgb * wetness;
float altitude = RawPos.z;
float altitude = RawPosZ;
//Snow texture for areas higher than SnowLevel
if (altitude >= SnowLevel - (1000.0 * slope + 300.0 * MixFactor) && slope > L2 - 0.12) {
texel = mix( texel,
@ -149,7 +152,7 @@ void main()
}
fragColor.rgb *= 1.2 - 0.4 * MixFactor;
fragColor.rgb *= 1.2 - 0.6 * MixFactor * MixFactor2;
float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) );
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,

View file

@ -3,13 +3,16 @@
// Authors: Frederic Bouvier, Emilian Huminiuc
//
varying vec4 RawPos;
varying float RawPosZ;
varying vec3 WorldPos;
varying vec3 normal;
varying vec3 Vnormal;
uniform mat4 osg_ViewMatrixInverse;
void main() {
RawPos = gl_Vertex;
RawPosZ = gl_Vertex.z;
WorldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = normalize(gl_Normal);

View file

@ -5,7 +5,8 @@
#version 120
varying vec4 RawPos;
varying float RawPosZ;
varying vec3 WorldPos;
varying vec3 normal;
varying vec3 Vnormal;
@ -45,12 +46,16 @@ void main()
float cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
vec4 Noise = texture3D(NoiseTex, RawPos.xyz * 0.0011);
float MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
MixFactor *= 300.0;
MixFactor = clamp(MixFactor, 0.0, 1.0);
float L1 = 0.90 - 0.02 * MixFactor; //first transition slope
float L2 = 0.78 + 0.04 * MixFactor; //Second transition slope
vec4 Noise = texture3D(NoiseTex, WorldPos.xyz*0.0011);
vec4 Noise2 = texture3D(NoiseTex, WorldPos.xyz * 0.00008);
float MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
float MixFactor2 = Noise2.r * Noise2.g * Noise2.b;
MixFactor *= 300.0;
MixFactor2 *= 300.0;
MixFactor = clamp(MixFactor, 0.0, 1.0);
MixFactor2 = clamp(MixFactor2, 0.0, 1.0);
float L1 = 0.90 - 0.02 * MixFactor; //first transition slope
float L2 = 0.78 + 0.04 * MixFactor; //Second transition slope
// If gl_Color.a == 0, this is a back-facing polygon and the
// Vnormal should be reversed.
@ -65,7 +70,7 @@ void main()
pf = pow(nDotHV, gl_FrontMaterial.shininess);
if (gl_FrontMaterial.shininess > 0.0)
specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pf;
specular = gl_FrontMaterial.specular * gl_LightSource[0].diffuse * pf;
// vec4 diffuseColor = gl_FrontMaterial.emission +
// vec4(1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient) +
@ -141,7 +146,7 @@ void main()
float wetness = 1.0 - 0.3 * RainNorm;
texel.rgb = texel.rgb * wetness;
float altitude = RawPos.z;
float altitude = RawPosZ;
//Snow texture for areas higher than SnowLevel
if (altitude >= SnowLevel - (1000.0 * slope + 300.0 * MixFactor) && slope > L2 - 0.12) {
texel = mix(texel, mix(texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope)),
@ -160,7 +165,7 @@ void main()
fragColor.b = fragColor.b * (0.5 + 0.25 * cover);
}
fragColor.rgb *= 1.2 - 0.4 * MixFactor;
fragColor.rgb *= 1.2 - 0.6 * MixFactor * MixFactor2;
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}

View file

@ -7,13 +7,17 @@
#version 120
varying vec4 RawPos;
varying vec3 normal;
varying vec3 Vnormal;
varying float RawPosZ;
varying vec3 WorldPos;
varying vec3 normal;
varying vec3 Vnormal;
uniform mat4 osg_ViewMatrixInverse;
void main()
{
RawPos = gl_Vertex;
RawPosZ = gl_Vertex.z;
WorldPos = (osg_ViewMatrixInverse *gl_ModelViewMatrix * gl_Vertex).xyz;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = normalize(gl_Normal);