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Merge branch 'master' of git://gitorious.org/fg/fgdata

This commit is contained in:
Gijs de Rooy 2010-08-26 10:57:10 +02:00
commit e9460a7c46
9 changed files with 545 additions and 30 deletions

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@ -4,7 +4,7 @@
<inherits-from>Effects/terrain-default</inherits-from> <inherits-from>Effects/terrain-default</inherits-from>
<parameters> <parameters>
<texture n="2"> <texture n="2">
<image>Textures/Terrain/forest.png</image> <image>Textures/Terrain/rock.png</image>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
@ -23,8 +23,22 @@
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
</texture> </texture>
<texture n="5">
<image>Textures.high/Terrain/forest-relief.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<snow-level><use>/sim/rendering/snow-level-m</use></snow-level> <snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
<depth-factor type="float">0.04</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<quality-level><use>/sim/rendering/quality-level</use></quality-level>
</parameters> </parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="9"> <technique n="9">
<predicate> <predicate>
<and> <and>
@ -97,10 +111,27 @@
<use>texture[4]/internal-format</use> <use>texture[4]/internal-format</use>
</internal-format> </internal-format>
</texture-unit> </texture-unit>
<texture-unit>
<unit>5</unit>
<image><use>texture[5]/image</use></image>
<filter><use>texture[5]/filter</use></filter>
<wrap-s><use>texture[5]/wrap-s</use></wrap-s>
<wrap-t><use>texture[5]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<program> <program>
<vertex-shader>Shaders/forest.vert</vertex-shader> <vertex-shader>Shaders/forest.vert</vertex-shader>
<fragment-shader>Shaders/forest.frag</fragment-shader> <fragment-shader>Shaders/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program> </program>
<uniform> <uniform>
<name>NoiseTex</name> <name>NoiseTex</name>
@ -122,11 +153,26 @@
<type>sampler-1d</type> <type>sampler-1d</type>
<value type="int">3</value> <value type="int">3</value>
</uniform> </uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value><use>depth-factor</use></value>
</uniform>
<uniform> <uniform>
<name>snowlevel</name> <name>snowlevel</name>
<type>float</type> <type>float</type>
<value><use>snow-level</use></value> <value><use>snow-level</use></value>
</uniform> </uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value><use>quality-level</use></value>
</uniform>
</pass> </pass>
</technique> </technique>
</PropertyList> </PropertyList>

178
Effects/glacier.eff Normal file
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@ -0,0 +1,178 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/glacier</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/rock.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/forest-colors.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>mirror</wrap-s>
<internal-format>normalized</internal-format>
</texture>
<texture n="4">
<image>Textures/Terrain/forest.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="5">
<image>Textures.high/Terrain/forest-relief.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
<depth-factor type="float">0.01</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<quality-level><use>/sim/rendering/quality-level</use></quality-level>
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/crop-shader</property>
<property>/sim/rendering/shader-effects</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<!-- Use material values that are either inherited from the
terrain-default effect or supplied by an effect derived
from this one e.g., one created in the materials library. -->
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<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>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image><use>texture[2]/image</use></image>
<filter><use>texture[2]/filter</use></filter>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>1d</type>
<image><use>texture[3]/image</use></image>
<filter><use>texture[3]/filter</use></filter>
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image><use>texture[4]/image</use></image>
<filter><use>texture[4]/filter</use></filter>
<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<image><use>texture[5]/image</use></image>
<filter><use>texture[5]/filter</use></filter>
<wrap-s><use>texture[5]/wrap-s</use></wrap-s>
<wrap-t><use>texture[5]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/forest.vert</vertex-shader>
<fragment-shader>Shaders/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>SampleTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>SampleTex2</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>ColorsTex</name>
<type>sampler-1d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value><use>depth-factor</use></value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value><use>snow-level</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value><use>quality-level</use></value>
</uniform>
</pass>
</technique>
</PropertyList>

178
Effects/herbtundra.eff Normal file
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@ -0,0 +1,178 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/herbtundra</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/rock.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/herbtundra-colors.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>mirror</wrap-s>
<internal-format>normalized</internal-format>
</texture>
<texture n="4">
<image>Textures/Terrain/forest.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="5">
<image>Textures.high/Terrain/forest-relief.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
<depth-factor type="float">0.01</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<quality-level><use>/sim/rendering/quality-level</use></quality-level>
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/crop-shader</property>
<property>/sim/rendering/shader-effects</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<!-- Use material values that are either inherited from the
terrain-default effect or supplied by an effect derived
from this one e.g., one created in the materials library. -->
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<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>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image><use>texture[2]/image</use></image>
<filter><use>texture[2]/filter</use></filter>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>1d</type>
<image><use>texture[3]/image</use></image>
<filter><use>texture[3]/filter</use></filter>
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image><use>texture[4]/image</use></image>
<filter><use>texture[4]/filter</use></filter>
<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<image><use>texture[5]/image</use></image>
<filter><use>texture[5]/filter</use></filter>
<wrap-s><use>texture[5]/wrap-s</use></wrap-s>
<wrap-t><use>texture[5]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/forest.vert</vertex-shader>
<fragment-shader>Shaders/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>SampleTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>SampleTex2</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>ColorsTex</name>
<type>sampler-1d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value><use>depth-factor</use></value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value><use>snow-level</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value><use>quality-level</use></value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -2,23 +2,90 @@
varying vec4 rawpos; varying vec4 rawpos;
varying vec4 ecPosition; varying vec4 ecPosition;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 VNormal; varying vec3 VNormal;
varying vec3 Normal; varying vec3 Normal;
varying float bump;
uniform sampler3D NoiseTex; uniform sampler3D NoiseTex;
uniform sampler2D SampleTex; uniform sampler2D SampleTex;
uniform sampler1D ColorsTex; uniform sampler1D ColorsTex;
uniform sampler2D SampleTex2; uniform sampler2D SampleTex2;
uniform sampler2D NormalTex;
uniform float depth_factor;
uniform float quality_level; // From /sim/rendering/quality-level
uniform float snowlevel; // From /sim/rendering/snow-level-m uniform float snowlevel; // From /sim/rendering/snow-level-m
const float scale = 1.0; const float scale = 1.0;
int linear_search_steps = 10;
float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
{
float size = 1.0 / float(linear_search_steps);
float depth = 0.0;
float best_depth = 1.0;
for(int i = 0; i < linear_search_steps - 1; ++i)
{
depth += size;
float t = texture2D(reliefMap, dp + ds * depth).a;
if(best_depth > 0.996)
if(depth >= t)
best_depth = depth;
}
depth = best_depth;
const int binary_search_steps = 5;
for(int i = 0; i < binary_search_steps; ++i)
{
size *= 0.5;
float t = texture2D(reliefMap, dp + ds * depth).a;
if(depth >= t)
{
best_depth = depth;
depth -= 2.0 * size;
}
depth += size;
}
return(best_depth);
}
void main (void) void main (void)
{ {
vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144); if ( quality_level >= 3.5 ) {
linear_search_steps = 20;
}
vec2 uv, dp, ds;
vec3 N;
float d;
if ( bump > 0.9 && quality_level >= 2.0 )
{
vec3 V = normalize(ecPosition.xyz);
float a = dot(VNormal, -V);
vec2 s = vec2(dot(V, VTangent), dot(V, VBinormal));
s *= depth_factor / a;
ds = s;
dp = gl_TexCoord[0].st;
d = ray_intersect(NormalTex, dp, ds);
uv = dp + ds * d;
N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
}
else
{
uv = gl_TexCoord[0].st;
N = vec3(0.0, 0.0, 1.0);
}
vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000344);
vec4 basecolor2 = texture2D(SampleTex2, rawpos.xy*0.000144); vec4 basecolor2 = texture2D(SampleTex2, rawpos.xy*0.000144);
basecolor = texture1D(ColorsTex, basecolor.r+0.0); basecolor = texture1D(ColorsTex, basecolor.r+0.0);
@ -27,13 +94,15 @@ void main (void)
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale); vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
float vegetationlevel = (rawpos.z)+nvL[2]*3000.0;
float fogFactor; float fogFactor;
float fogCoord = ecPosition.z; float fogCoord = ecPosition.z;
const float LOG2 = 1.442695; const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2); float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
float n=0.12; float n=0.02;
n += nvL[0]*0.4; n += nvL[0]*0.4;
n += nvL[1]*0.6; n += nvL[1]*0.6;
n += nvL[2]*2.0; n += nvL[2]*2.0;
@ -51,29 +120,63 @@ void main (void)
vec4 c2; vec4 c2;
c2 = basecolor2 * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0); c2 = basecolor2 * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0);
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
vec3 l = gl_LightSource[0].position.xyz;
vec3 diffuse;
//draw floor where !steep, and another blurb for smoothing transitions //draw floor where !steep, and another blurb for smoothing transitions
vec4 c3, c4, c5; vec4 c3, c4, c5, c3a, c4a, c5a;
c3 = mix(vec4(n-0.88, n-0.14, -n, 0.0), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3)); c3 = mix(vec4(n-0.88, n-0.14, -n, 0.0), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3));
c4 = mix(vec4(n-0.88, n-0.74, -n, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9)); c4 = mix(vec4(n-0.88, n-0.74, -n, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9));
c4a = mix(vec4(n-0.76, n-0.66, -n, 0.3), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.32));
c5 = mix(c3, c4, 1.0); c5 = mix(c3, c4, 1.0);
c5a = mix(c3, c4a, 1.0);
//brings vegetation 'floor', added vegetationlevel
float vegetationlevel = (rawpos.z)+nvL[2]*3000.0; if (vegetationlevel <= 2200) {
c1 = mix(c2, c5, clamp(0.65, n*0.1, 0.5));
if (vegetationlevel < 2200) { diffuse = gl_Color.rgb * max(0.7, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.4));
} }
else { if (vegetationlevel > 2200 && vegetationlevel < 2300) {
c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.1)); c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.35));
diffuse = gl_Color.rgb * max(0.7, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
} }
//snow if (vegetationlevel >= 2300 && vegetationlevel < 2480) {
c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0)); c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.30));
diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
vec3 diffuse = gl_Color.rgb * max(0.4, dot(VNormal, gl_LightSource[0].position.xyz)); if (vegetationlevel >= 2480 && vegetationlevel < 2530) {
vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 1.0); c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.20));
diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
if (vegetationlevel >= 2530 && vegetationlevel < 2670) {
c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.10));
diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
if (vegetationlevel >= 2670) {
c1 = mix(c2, c5, clamp(0.0, n*0.1, 0.4));
diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
//adding snow and permanent snow/glacier
if (vegetationlevel > snowlevel || vegetationlevel > 3100) {
c3 = mix(vec4(n+1.0, n+1.0, n+1.0, 0.0), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.3));
c4 = mix(vec4(n+1.0, n+1.0, n+1.0, 0.0), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*0.9));
c5 = mix(c3, c4, 1.0);
c1 = mix(c1, c5, clamp(0.65, n*0.5, 0.6));
diffuse = gl_Color.rgb * max(0.8, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
}
//should come as varying!
vec4 constantColor = vec4(1.0, 1.0, 1.0, 0.0);
vec4 ambient_light = gl_LightSource[0].diffuse * constantColor * vec4(diffuse, 1.0);
c1 *= ambient_light; c1 *= ambient_light;
vec4 finalColor = c1; vec4 finalColor = c1;

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@ -1,19 +1,28 @@
#version 120
varying vec4 rawpos; varying vec4 rawpos;
varying vec4 ecPosition; varying vec4 ecPosition;
varying vec3 VNormal; varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 Normal; varying vec3 Normal;
varying vec4 constantColor;
varying float bump;
attribute vec3 tangent;
attribute vec3 binormal;
void main(void) void main(void)
{ {
gl_TexCoord[0] = gl_MultiTexCoord0;
rawpos = gl_Vertex; rawpos = gl_Vertex;
ecPosition = gl_ModelViewMatrix * gl_Vertex; ecPosition = gl_ModelViewMatrix * rawpos;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
Normal = normalize(gl_Normal); Normal = normalize(gl_Normal);
VNormal = gl_NormalMatrix * gl_Normal;
VTangent = gl_NormalMatrix * tangent;
VBinormal = gl_NormalMatrix * binormal;
bump = 1.0;
gl_FrontColor = gl_Color; gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform(); gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
} }

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@ -720,7 +720,7 @@ Shared parameters for various materials.
<tree-varieties>8</tree-varieties> <tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/> <tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m> <tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m> <tree-width-m>18.0</tree-width-m>
<rolling-friction>1</rolling-friction> <rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness> <bumpiness>1</bumpiness>
</material> </material>
@ -1200,7 +1200,7 @@ Shared parameters for various materials.
</equals> </equals>
</condition> </condition>
<name>HerbTundraCover</name> <name>HerbTundraCover</name>
<effect>Effects/landmass-nowood</effect> <effect>Effects/herbtundra</effect>
<texture>Terrain/herbtundra.png</texture> <texture>Terrain/herbtundra.png</texture>
<texture>Terrain/herbtundra2.png</texture> <texture>Terrain/herbtundra2.png</texture>
<texture>Terrain/herbtundra3.png</texture> <texture>Terrain/herbtundra3.png</texture>
@ -2383,6 +2383,7 @@ Shared parameters for various materials.
<material> <material>
<name>Glacier</name> <name>Glacier</name>
<name>PolarIce</name> <name>PolarIce</name>
<effect>Effects/glacier</effect>
<texture>Terrain/glacier1.png</texture> <texture>Terrain/glacier1.png</texture>
<texture>Terrain/glacier2.png</texture> <texture>Terrain/glacier2.png</texture>
<texture>Terrain/glacier3.png</texture> <texture>Terrain/glacier3.png</texture>