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Forest pixel shader edit, reduce bias mix (was: bright forest)

This commit is contained in:
gral@who.net 2010-09-01 14:58:55 +02:00
parent 14b3661bfb
commit f08cd1f12d
2 changed files with 10 additions and 5 deletions

View file

@ -7,6 +7,7 @@ varying vec3 VBinormal;
varying vec3 VNormal;
varying vec3 Normal;
varying float bump;
varying float fogCoord;
uniform sampler3D NoiseTex;
uniform sampler2D SampleTex;
@ -98,13 +99,11 @@ void main (void)
float vegetationlevel = (rawpos.z)+nvL[2]*3000.0;
float fogFactor;
float fogCoord = ecPosition.z;
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
float fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
float n=0.06;
float n = 0.06;
n += nvL[0]*0.4;
n += nvL[1]*0.6;
n += nvL[2]*2.0;
@ -114,7 +113,9 @@ void main (void)
n += noisevec[2]*0.8;
n += noisevec[3]*2.1;
n = mix(0.6, n, biasFactor);
//very low n/biasFactor mix, to keep forest color
n = mix(0.05, n, biasFactor);
vec4 c1;
c1 = basecolor * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0);

View file

@ -6,6 +6,7 @@ varying vec3 VBinormal;
varying vec3 Normal;
varying vec4 constantColor;
varying float bump;
varying float fogCoord;
attribute vec3 tangent;
attribute vec3 binormal;
@ -25,4 +26,7 @@ void main(void)
+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
fogCoord = abs(ecPosition.z / ecPosition.w);
}