diff --git a/Effects/urban.eff b/Effects/urban.eff
index f2ef243b6..2927c4e99 100644
--- a/Effects/urban.eff
+++ b/Effects/urban.eff
@@ -4,13 +4,18 @@
Effects/terrain-default
- Textures.high/Terrain/city1-relief.png
+ Textures.high/Terrain/city1-relief-light.png
linear-mipmap-linear
repeat
repeat
normalized
+
+ 15
+ 6
+ 7
+
@@ -69,6 +74,18 @@
Shaders/urban.vert
Shaders/urban.frag
+
+ tangent
+ 6
+
+
+ binormal
+ 7
+
+
+ normal
+ 15
+
BaseTex
@@ -83,7 +100,12 @@
depth_factor
float
- 0.005
+ 0.008
+
+
+ tile_size
+ float
+ 1024.0
diff --git a/Shaders/urban.frag b/Shaders/urban.frag
index 2c8c2d3e4..194ddd7be 100644
--- a/Shaders/urban.frag
+++ b/Shaders/urban.frag
@@ -1,3 +1,8 @@
+// -*- mode: C; -*-
+// Licence: GPL v2
+// Author: Frederic Bouvier.
+// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
+
#version 120
varying vec4 rawpos;
@@ -11,12 +16,14 @@ varying vec4 constantColor;
uniform sampler2D BaseTex;
uniform sampler2D NormalTex;
uniform float depth_factor;
+uniform float tile_size;
-const float scale = 1.0;
+const float zFar = 120000.0;
+const float zNear = 100.0;
float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
{
- const int linear_search_steps = 10;
+ const int linear_search_steps = 20;
float size = 1.0 / float(linear_search_steps);
float depth = 0.0;
@@ -51,35 +58,55 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
void main (void)
{
- vec3 V = normalize(ecPosition.xyz);
- vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, V));
+ vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
+ vec3 V = normalize(ecPos3);
+ vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, -V));
vec2 ds = s.xy * depth_factor / s.z;
- vec2 dp = gl_TexCoord[0].st;
+ vec2 dp = gl_TexCoord[0].st - ds;
float d = ray_intersect(NormalTex, dp, ds);
vec2 uv = dp + ds * d;
vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
float fogFactor;
- float fogCoord = ecPosition.z;
+ float fogCoord = ecPos3.z;
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
- vec4 c1 = texture2D(BaseTex, uv);
+ float emis = N.z;
+ N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy)));
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
vec3 l = gl_LightSource[0].position.xyz;
vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
+// Shadow
+ dp += ds * d;
+ vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
+ ds = sl.xy * depth_factor / sl.z;
+ dp -= ds * d;
+ float dl = ray_intersect(NormalTex, dp, ds);
+ float shadow_factor = 1.0;
+ if ( dl < d - 0.05 )
+ shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
+// end shadow
+
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
+ float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11;
+ if ( shadow_factor < 1.0 )
+ ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
+ ambient_light += ((1.0 - smoothstep(0.15, 0.25, reflectance)) * 1.0 * emis * vec4(0.75, 0.59, 0.05, 0.0));
- c1 *= ambient_light;
- vec4 finalColor = c1;
+ vec4 finalColor = texture2D(BaseTex, uv) * ambient_light;
- if(gl_Fog.density == 1.0)
+ if (gl_Fog.density == 1.0)
fogFactor=1.0;
+ vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
+ vec4 iproj = gl_ProjectionMatrix * p;
+ iproj /= iproj.w;
gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
+ gl_FragDepth = (iproj.z+1.0)/2.0;
}
diff --git a/Shaders/urban.vert b/Shaders/urban.vert
index 3a60d73a2..806d37c0d 100644
--- a/Shaders/urban.vert
+++ b/Shaders/urban.vert
@@ -1,3 +1,7 @@
+// -*- mode: C; -*-
+// Licence: GPL v2
+// Author: Frederic Bouvier
+
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
@@ -6,21 +10,19 @@ varying vec3 VTangent;
varying vec3 VBinormal;
varying vec4 constantColor;
+attribute vec3 tangent, binormal;
+
void main(void)
{
rawpos = gl_Vertex;
ecPosition = gl_ModelViewMatrix * gl_Vertex;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
Normal = normalize(gl_Normal);
-
- vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
- VTangent = gl_NormalMatrix * t;
- vec3 b = normalize(cross(gl_Normal,t));
- VBinormal = gl_NormalMatrix * b;
-
+ VTangent = gl_NormalMatrix * tangent;
+ VBinormal = gl_NormalMatrix * binormal;
gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
- + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
+ + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}