Tidy up formatting after reinstating Rainbow effect
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
parent
fa19905cce
commit
f025dd3e32
1 changed files with 325 additions and 325 deletions
|
@ -85,14 +85,14 @@ uniform vec3 dirt_b_color;
|
|||
// uniform mat4 osg_ViewMatrix;
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
{
|
||||
if (x > 30.0) {return e;}
|
||||
if (x < -15.0) {return 0.0;}
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
}
|
||||
}
|
||||
|
||||
float fog_func (in float targ, in float altitude)
|
||||
{
|
||||
{
|
||||
float fade_mix;
|
||||
|
||||
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which objects are drawn unfogged
|
||||
|
@ -109,11 +109,11 @@ float fog_func (in float targ, in float altitude)
|
|||
return exp(- targ * targ - pow(targ,4.0));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void main (void)
|
||||
{
|
||||
{
|
||||
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
|
||||
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * nmap_tile);
|
||||
vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st);
|
||||
|
@ -125,14 +125,14 @@ void main (void)
|
|||
vec3 mixedcolor;
|
||||
vec3 N = vec3(0.0,0.0,1.0);
|
||||
float pf = 0.0;
|
||||
///some generic light scattering parameters
|
||||
///some generic light scattering parameters
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
|
||||
float alt = eye_alt;
|
||||
float effective_scattering = min(scattering, cloud_self_shading);
|
||||
|
||||
|
||||
/// BEGIN geometry for light
|
||||
/// BEGIN geometry for light
|
||||
|
||||
vec3 up = (gl_ModelViewMatrix * vec4(0.0,0.0,1.0,0.0)).xyz;
|
||||
//vec4 worldPos3D = (osg_ViewMatrixInverse * vec4 (0.0,0.0,0.0, 1.0));
|
||||
|
@ -177,10 +177,10 @@ void main (void)
|
|||
|
||||
float ct = dot(normalize(up), normalize(vertVec));
|
||||
|
||||
/// END geometry for light
|
||||
/// END geometry for light
|
||||
|
||||
|
||||
/// BEGIN light
|
||||
/// BEGIN light
|
||||
vec4 light_diffuse;
|
||||
vec4 light_ambient;
|
||||
float intensity;
|
||||
|
@ -207,17 +207,17 @@ void main (void)
|
|||
}
|
||||
|
||||
|
||||
/// END light
|
||||
/// END light
|
||||
|
||||
/// BEGIN grain overlay
|
||||
/// BEGIN grain overlay
|
||||
if (grain_texture_enabled > 0)
|
||||
{
|
||||
grainTexel = texture2D(GrainTex, gl_TexCoord[0].st * grain_magnification);
|
||||
texel.rgb = mix(texel.rgb, grainTexel.rgb, grainTexel.a );
|
||||
}
|
||||
/// END grain overlay
|
||||
/// END grain overlay
|
||||
|
||||
///BEGIN bump
|
||||
///BEGIN bump
|
||||
if (nmap_enabled > 0 && shader_qual > 2){
|
||||
N = nmap.rgb * 2.0 - 1.0;
|
||||
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
|
||||
|
@ -226,7 +226,7 @@ void main (void)
|
|||
} else {
|
||||
N = normalize(VNormal);
|
||||
}
|
||||
///END bump
|
||||
///END bump
|
||||
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
|
||||
vec3 viewVec = normalize(vViewVec);
|
||||
float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
|
||||
|
@ -256,9 +256,9 @@ void main (void)
|
|||
color += Specular * gl_FrontMaterial.specular * nmap.a;
|
||||
color = clamp( color, 0.0, 1.0 );
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//BEGIN reflect
|
||||
////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//BEGIN reflect
|
||||
////////////////////////////////////////////////////////////////////
|
||||
if (refl_enabled > 0 && shader_qual > 1){
|
||||
float reflFactor = 0.0;
|
||||
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
|
||||
|
@ -325,9 +325,9 @@ void main (void)
|
|||
|
||||
fragColor += Specular * nmap.a;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// BEGIN lightmap
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// BEGIN lightmap
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
if ( lightmap_enabled >= 1 ) {
|
||||
vec3 lightmapcolor = vec3(0.0);
|
||||
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
|
||||
|
@ -343,24 +343,24 @@ void main (void)
|
|||
}
|
||||
fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
|
||||
}
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// END lightmap
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// END lightmap
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
/// BEGIN fog amount
|
||||
/// BEGIN fog amount
|
||||
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
float eqColorFactor;
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
float eqColorFactor;
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
|
||||
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
|
||||
if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
|
||||
{
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
{
|
||||
|
@ -412,15 +412,15 @@ if (dist > max(40.0, 0.04 * min(visibility,avisibility)))
|
|||
transmission = fog_func(transmission_arg, alt);
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
eqColorFactor = 1.0;
|
||||
transmission = 1.0;
|
||||
}
|
||||
|
||||
/// END fog amount
|
||||
/// END fog amount
|
||||
|
||||
/// BEGIN fog color
|
||||
/// BEGIN fog color
|
||||
|
||||
vec3 hazeColor;
|
||||
|
||||
|
@ -458,9 +458,9 @@ else
|
|||
}
|
||||
|
||||
|
||||
/// END fog color
|
||||
/// END fog color
|
||||
fragColor = clamp(fragColor, 0.0, 1.0);
|
||||
//fragColor = fragColor * smoothstep(-0.05, 0.05, ct);
|
||||
fragColor.rgb = mix(eqColorFactor * hazeColor * fog_earthShade, fragColor.rgb,transmission);
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue