formatting cleanup
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
parent
898b3769d3
commit
e21807bb33
2 changed files with 53 additions and 23 deletions
|
@ -4,13 +4,27 @@
|
||||||
// <20> Emilian Huminiuc 2011
|
// <20> Emilian Huminiuc 2011
|
||||||
|
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
varying vec4 diffuse_term, RawPos;
|
varying vec4 diffuse_term;
|
||||||
varying vec3 Vnormal, normal;
|
varying vec4 RawPos;
|
||||||
//varying float fogCoord;
|
varying vec3 normal;
|
||||||
|
varying vec3 Vnormal;
|
||||||
|
|
||||||
|
uniform float SnowLevel;
|
||||||
|
uniform float Transitions;
|
||||||
|
uniform float InverseSlope;
|
||||||
|
uniform float RainNorm;
|
||||||
|
|
||||||
|
uniform float CloudCover0;
|
||||||
|
uniform float CloudCover1;
|
||||||
|
uniform float CloudCover2;
|
||||||
|
uniform float CloudCover3;
|
||||||
|
uniform float CloudCover4;
|
||||||
|
|
||||||
|
uniform sampler2D BaseTex;
|
||||||
|
uniform sampler2D SecondTex;
|
||||||
|
uniform sampler2D ThirdTex;
|
||||||
|
uniform sampler2D SnowTex;
|
||||||
|
|
||||||
uniform float SnowLevel, Transitions, InverseSlope, RainNorm;
|
|
||||||
uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
|
|
||||||
uniform sampler2D BaseTex, SecondTex, ThirdTex, SnowTex;
|
|
||||||
uniform sampler3D NoiseTex;
|
uniform sampler3D NoiseTex;
|
||||||
|
|
||||||
////fog "include" /////
|
////fog "include" /////
|
||||||
|
@ -21,10 +35,25 @@ vec3 fog_Func(vec3 color, int type);
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float MixFactor, NdotL, NdotHV, fogFactor, cover, slope, L1, L2, wetness;
|
float MixFactor;
|
||||||
|
float NdotL;
|
||||||
|
float NdotHV;
|
||||||
|
float fogFactor;
|
||||||
|
float cover;
|
||||||
|
float slope;
|
||||||
|
float L1;
|
||||||
|
float L2;
|
||||||
|
float wetness;
|
||||||
|
|
||||||
vec3 n, lightDir, halfVector;
|
vec3 n;
|
||||||
vec4 texel, fragColor, color, specular, Noise;
|
vec3 lightDir;
|
||||||
|
vec3 halfVector;
|
||||||
|
|
||||||
|
vec4 texel;
|
||||||
|
vec4 fragColor;
|
||||||
|
vec4 color;
|
||||||
|
vec4 specular;
|
||||||
|
vec4 Noise;
|
||||||
|
|
||||||
lightDir = gl_LightSource[0].position.xyz;
|
lightDir = gl_LightSource[0].position.xyz;
|
||||||
halfVector = gl_LightSource[0].halfVector.xyz;
|
halfVector = gl_LightSource[0].halfVector.xyz;
|
||||||
|
@ -68,9 +97,10 @@ void main()
|
||||||
|
|
||||||
//pull the texture fetch outside flow control to fix aliasing artefacts :(
|
//pull the texture fetch outside flow control to fix aliasing artefacts :(
|
||||||
vec4 baseTexel = texture2D(BaseTex, gl_TexCoord[0].st);
|
vec4 baseTexel = texture2D(BaseTex, gl_TexCoord[0].st);
|
||||||
vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st);
|
vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st);
|
||||||
vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st);
|
vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st);
|
||||||
vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st);
|
vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st);
|
||||||
|
|
||||||
//Normal transition. For more abrupt faces apply another texture (or 2).
|
//Normal transition. For more abrupt faces apply another texture (or 2).
|
||||||
if (InverseSlope == 0.0) {
|
if (InverseSlope == 0.0) {
|
||||||
//Do we do an intermediate transition
|
//Do we do an intermediate transition
|
||||||
|
@ -123,11 +153,14 @@ void main()
|
||||||
wetness = 1.0 - 0.3 * RainNorm;
|
wetness = 1.0 - 0.3 * RainNorm;
|
||||||
texel.rgb = texel.rgb * wetness;
|
texel.rgb = texel.rgb * wetness;
|
||||||
|
|
||||||
|
float altitude = RawPos.z;
|
||||||
float altitude = RawPos.z;
|
|
||||||
//Snow texture for areas higher than SnowLevel
|
//Snow texture for areas higher than SnowLevel
|
||||||
if (altitude >= SnowLevel - (1000.0 * slope + 300.0 * MixFactor) && slope > L2 - 0.12) {
|
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)), smoothstep(SnowLevel - (1000.0 * slope + 300.0 * MixFactor), SnowLevel - (1000.0 * slope - 150.0 * MixFactor), altitude));
|
texel = mix(texel, mix(texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope)),
|
||||||
|
smoothstep(SnowLevel - (1000.0 * slope + 300.0 * MixFactor),
|
||||||
|
SnowLevel - (1000.0 * slope - 150.0 * MixFactor),
|
||||||
|
altitude)
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
@ -142,6 +175,5 @@ void main()
|
||||||
//fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
|
//fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
|
||||||
fragColor.rgb *= 1.2 - 0.4 * MixFactor;
|
fragColor.rgb *= 1.2 - 0.4 * MixFactor;
|
||||||
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
||||||
//gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
|
|
||||||
gl_FragColor = fragColor;
|
gl_FragColor = fragColor;
|
||||||
}
|
}
|
||||||
|
|
|
@ -70,8 +70,8 @@ void main (void)
|
||||||
vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st);
|
vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st);
|
||||||
|
|
||||||
vec3 mixedcolor;
|
vec3 mixedcolor;
|
||||||
vec3 N;
|
vec3 N = vec3(0.0,0.0,1.0);
|
||||||
float pf;
|
float pf = 0.0;
|
||||||
|
|
||||||
///BEGIN bump
|
///BEGIN bump
|
||||||
if (nmap_enabled > 0 && shader_qual > 2){
|
if (nmap_enabled > 0 && shader_qual > 2){
|
||||||
|
@ -114,7 +114,7 @@ void main (void)
|
||||||
//BEGIN reflect
|
//BEGIN reflect
|
||||||
////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////
|
||||||
if (refl_enabled > 0 && shader_qual > 1){
|
if (refl_enabled > 0 && shader_qual > 1){
|
||||||
float reflFactor;
|
float reflFactor = 0.0;
|
||||||
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
|
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
|
||||||
|
|
||||||
if(refl_map > 0){
|
if(refl_map > 0){
|
||||||
|
@ -174,15 +174,13 @@ void main (void)
|
||||||
color.a = texel.a * alpha;
|
color.a = texel.a * alpha;
|
||||||
vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
|
vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
fragColor += Specular * nmap.a;
|
fragColor += Specular * nmap.a;
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////
|
||||||
// BEGIN lightmap
|
// BEGIN lightmap
|
||||||
//////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////
|
||||||
if ( lightmap_enabled >= 1 ) {
|
if ( lightmap_enabled >= 1 ) {
|
||||||
vec3 lightmapcolor;
|
vec3 lightmapcolor = vec3(0.0);
|
||||||
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
|
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
|
||||||
lightmap_b_factor, lightmap_a_factor);
|
lightmap_b_factor, lightmap_a_factor);
|
||||||
lightmapFactor = lightmapFactor * lightmapTexel;
|
lightmapFactor = lightmapFactor * lightmapTexel;
|
||||||
|
|
Loading…
Add table
Reference in a new issue