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Add runway rain effect (experimental)

Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
Vivian Meazza 2011-11-27 23:12:59 +00:00
parent bbad843b10
commit e9c37c0b74
8 changed files with 201 additions and 0 deletions

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@ -107,6 +107,24 @@ EXAMPLES: You can find examples of both usages in the Hunter and Lightning model
<ambient_correction>0.05</ambient_correction>
<reflect_map>0</reflect_map>
<normalmap_dds>0</normalmap_dds>
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
</fogtype>
</parameters>
<generate>
@ -296,7 +314,9 @@ EXAMPLES: You can find examples of both usages in the Hunter and Lightning model
<program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
<vertex-shader>Shaders/reflect-bump-spec.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/reflect-bump-spec.frag</fragment-shader>
<attribute>
<name>tangent</name>
@ -415,6 +435,48 @@ EXAMPLES: You can find examples of both usages in the Hunter and Lightning model
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

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@ -0,0 +1,139 @@
// -*- mode: C; -*-
// Licence: GPL v2
// Author: Vivian Meazza.
#version 120
varying vec3 rawpos;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 Normal;
varying vec3 vViewVec;
varying vec3 reflVec;
varying vec4 Diffuse;
varying float alpha;
varying float fogCoord;
uniform samplerCube Environment;
uniform sampler2D Rainbow;
uniform sampler2D BaseTex;
uniform sampler2D Fresnel;
uniform sampler2D Map;
uniform sampler2D NormalTex;
uniform sampler3D Noise;
uniform float spec_adjust;
uniform float rainbowiness;
uniform float fresneliness;
uniform float noisiness;
uniform float ambient_correction;
uniform float reflect_map;
uniform float normalmap_dds;
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
void main (void)
{
vec3 halfV;
float NdotL, NdotHV;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 color = gl_Color;
vec4 specular = vec4(0.0);
vec4 ns = texture2D(NormalTex, gl_TexCoord[0].st * 16.0);
vec3 n = ns.rgb * 2.0 - 1.0;
n = normalize(n.x * VTangent + n.y * VBinormal + n.z * VNormal);
//fix dds normal
if (normalmap_dds > 0.0) {
n = -n;
}
NdotL = max(0.0, dot(n, lightDir));
// calculate the specular light
if (NdotL > 0.0) {
color += Diffuse * NdotL;
halfV = normalize(halfVector);
NdotHV = max(dot(n, halfV), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb * ns.a
* gl_LightSource[0].specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess + 128 * spec_adjust));
}
//color.a = alpha;
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
//vec4 texelcolor = color * texel + specular;
color.a = texel.a * alpha;
color = clamp(color, 0.0, 1.0);
// calculate the fog factor
//const float LOG2 = 1.442695;
//float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
//fogFactor = clamp(fogFactor, 0.0, 1.0);
//if(gl_Fog.density == 1.0)
// fogFactor=1.0;
vec3 normal = normalize(VNormal);
vec3 viewVec = normalize(vViewVec);
// Map a rainbowish color
float v = dot(viewVec, normal);
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
// Map a fresnel effect
vec4 fresnel = texture2D(Fresnel, vec2(v, 0.0));
// map the refection of the environment
vec4 reflection = textureCube(Environment, reflVec);
float refl_correction = spec_adjust * 1.7 - 1.0;
// set the user shininess offset
float transparency_offset = clamp(refl_correction, -1.0, 1.0);
float reflFactor = 0.0;
vec4 map = texture2D(Map, gl_TexCoord[0].st * 8.0);
if(reflect_map > 0.0){
// map the shininess of the object with user input
//float pam = (map.a * -2) + 1; //reverse map
reflFactor = map.a *(1.0- n.z) + transparency_offset;
} else {
// set the reflectivity proportional to shininess with user input
reflFactor = (gl_FrontMaterial.shininess / 128.0) + transparency_offset;
}
reflFactor = clamp(reflFactor, 0.0, 0.75);
// set ambient adjustment to remove bluiness with user input
float ambient_offset = clamp(ambient_correction, -1.0, 1.0);
vec4 ambient_Correction = vec4(gl_LightSource[0].ambient.rg, gl_LightSource[0].ambient.b * 0.6, 0.5) * ambient_offset ;
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
// map noise vector
vec4 noisevec = texture3D(Noise, rawpos.xyz);
// add fringing fresnel and rainbow effects and modulate by reflection
vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
vec4 mixedcolor = mix(texel, raincolor, reflFactor);
// the final reflection
vec4 reflColor = vec4(color.rgb * mixedcolor.rgb + specular.rgb + ambient_Correction.rgb, color.a);
reflColor = clamp(reflColor, 0.0, 1.0);
vec4 fragColor = reflColor;
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}