Update to the urban shader. Support shadows, intersection with 3d objects and night lighting.
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3 changed files with 70 additions and 19 deletions
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@ -4,13 +4,18 @@
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<texture n="2">
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<image>Textures.high/Terrain/city1-relief.png</image>
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<image>Textures.high/Terrain/city1-relief-light.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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</parameters>
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<generate>
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<normal type="int">15</normal>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>
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<technique n="9">
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<predicate>
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<and>
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@ -69,6 +74,18 @@
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<program>
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<vertex-shader>Shaders/urban.vert</vertex-shader>
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<fragment-shader>Shaders/urban.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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<attribute>
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<name>normal</name>
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<index>15</index>
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</attribute>
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</program>
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<uniform>
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<name>BaseTex</name>
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@ -83,7 +100,12 @@
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<uniform>
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<name>depth_factor</name>
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<type>float</type>
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<value type="float">0.005</value>
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<value type="float">0.008</value>
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</uniform>
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<uniform>
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<name>tile_size</name>
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<type>float</type>
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<value type="float">1024.0</value>
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</uniform>
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</pass>
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</technique>
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@ -1,3 +1,8 @@
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// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Frederic Bouvier.
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// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
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#version 120
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varying vec4 rawpos;
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@ -11,12 +16,14 @@ varying vec4 constantColor;
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uniform sampler2D BaseTex;
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uniform sampler2D NormalTex;
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uniform float depth_factor;
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uniform float tile_size;
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const float scale = 1.0;
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const float zFar = 120000.0;
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const float zNear = 100.0;
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float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
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{
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const int linear_search_steps = 10;
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const int linear_search_steps = 20;
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float size = 1.0 / float(linear_search_steps);
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float depth = 0.0;
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@ -51,35 +58,55 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
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void main (void)
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{
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vec3 V = normalize(ecPosition.xyz);
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vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, V));
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vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
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vec3 V = normalize(ecPos3);
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vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, -V));
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vec2 ds = s.xy * depth_factor / s.z;
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vec2 dp = gl_TexCoord[0].st;
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vec2 dp = gl_TexCoord[0].st - ds;
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float d = ray_intersect(NormalTex, dp, ds);
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vec2 uv = dp + ds * d;
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vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
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float fogFactor;
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float fogCoord = ecPosition.z;
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float fogCoord = ecPos3.z;
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const float LOG2 = 1.442695;
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fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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vec4 c1 = texture2D(BaseTex, uv);
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float emis = N.z;
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N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy)));
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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vec3 l = gl_LightSource[0].position.xyz;
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vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
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// Shadow
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dp += ds * d;
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vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
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ds = sl.xy * depth_factor / sl.z;
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dp -= ds * d;
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float dl = ray_intersect(NormalTex, dp, ds);
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float shadow_factor = 1.0;
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if ( dl < d - 0.05 )
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shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
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// end shadow
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vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11;
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if ( shadow_factor < 1.0 )
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ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
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ambient_light += ((1.0 - smoothstep(0.15, 0.25, reflectance)) * 1.0 * emis * vec4(0.75, 0.59, 0.05, 0.0));
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c1 *= ambient_light;
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vec4 finalColor = c1;
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vec4 finalColor = texture2D(BaseTex, uv) * ambient_light;
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if(gl_Fog.density == 1.0)
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if (gl_Fog.density == 1.0)
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fogFactor=1.0;
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vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
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vec4 iproj = gl_ProjectionMatrix * p;
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iproj /= iproj.w;
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gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
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gl_FragDepth = (iproj.z+1.0)/2.0;
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}
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@ -1,3 +1,7 @@
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// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Frederic Bouvier
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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@ -6,21 +10,19 @@ varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec4 constantColor;
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attribute vec3 tangent, binormal;
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void main(void)
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{
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rawpos = gl_Vertex;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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Normal = normalize(gl_Normal);
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vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
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VTangent = gl_NormalMatrix * t;
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vec3 b = normalize(cross(gl_Normal,t));
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VBinormal = gl_NormalMatrix * b;
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VTangent = gl_NormalMatrix * tangent;
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VBinormal = gl_NormalMatrix * binormal;
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gl_FrontColor = gl_Color;
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constantColor = gl_FrontMaterial.emission
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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