Merge branch 'master' of git://mapserver.flightgear.org/fgdata
This commit is contained in:
commit
ffadd311a5
6 changed files with 80 additions and 65 deletions
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@ -34,6 +34,21 @@
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</axis>
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</animation>
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<animation>
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<name>Horizon Offset</name>
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<type>translate</type>
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<object-name>Pitch</object-name>
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<property>instrumentation/attitude-indicator/horizon-offset-deg</property>
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<factor>-0.0007</factor>
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<min-m>-0.01575</min-m>
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<max-m>0.01575</max-m>
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<axis>
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<x>0.0</x>
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<y>0.0</y>
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<z>1.0</z>
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</axis>
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</animation>
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<animation>
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<type>rotate</type>
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<object-name>Roll</object-name>
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@ -251,10 +251,6 @@
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<use>texture[6]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>9</unit>
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<type>noise</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/water.vert</vertex-shader>
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<fragment-shader>Shaders/water.frag</fragment-shader>
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@ -366,11 +362,6 @@
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<use>wind-from</use>
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</value>
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</uniform>
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<uniform>
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<name>Noise</name>
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<type>sampler-3d</type>
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<value type="int">9</value>
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</uniform>
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</pass>
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</technique>
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<technique n="9">
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@ -1,8 +1,9 @@
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// -*-C++-*-
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// Texture switching based on face slope and snow level
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// default.frag (c) 2010 ??
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// (c)2011 - Emilian Huminiuc, with ideas from crop.frag, forest.frag
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// Texture switching based on face slope and snow level,with ideas from crop.frag, forest.frag
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// © 2011 - Frederic Bouvier, Emilian Huminiuc, Tim Moore, Yves Sablonier
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// Ambient term comes in gl_Color.rgb.
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#version 120
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varying vec4 diffuse_term, RawPos;
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varying vec3 Vnormal, normal;
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varying float fogCoord;
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@ -28,7 +29,7 @@ void main()
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Noise = texture3D(NoiseTex, RawPos.xyz*0.0011);
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MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
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MixFactor *= 300;
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MixFactor *= 300.0;
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MixFactor = clamp(MixFactor, 0.0, 1.0);
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L1 = 0.90 - 0.02 * MixFactor; //first transition slope
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L2 = 0.78 + 0.04 * MixFactor; //Second transition slope
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@ -44,8 +45,8 @@ void main()
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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color.a = diffuse_term.a;
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@ -58,52 +59,57 @@ void main()
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//Select texture based on slope
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slope = normalize(normal).z;
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//pull the texture fetch outside flow control to fix aliasing artefacts :(
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vec4 baseTexel = texture2D(BaseTex, gl_TexCoord[0].st);
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vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st);
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vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st);
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vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st * 2.0);
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//Normal transition. For more abrupt faces apply another texture (or 2).
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if (InverseSlope == 0.0) {
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//Do we do an intermediate transition
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if (Transitions >= 1.5) {
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if (slope >= L1) {
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//texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L1, L1 + 0.03 * MixFactor, slope));
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texel = texture2D(BaseTex, gl_TexCoord[0].st);
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}
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if (slope >= L2 && slope < L1){
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texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L2, L1 - 0.06 * MixFactor, slope));
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}
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if (slope < L2){
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texel = mix(texture2D(ThirdTex, gl_TexCoord[0].st), texture2D(SecondTex, gl_TexCoord[0].st), smoothstep(L2 - 0.13 * MixFactor, L2, slope));
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}
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// Just one transition
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} else if (Transitions < 1.5) {
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if (slope >= L1) {
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texel = texture2D(BaseTex, gl_TexCoord[0].st);
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}
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if (slope < L1) {
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texel = mix(texture2D(ThirdTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L2 - 0.13 * MixFactor, L1, slope));
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}
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}
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//Do we do an intermediate transition
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if (Transitions >= 1.5) {
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if (slope >= L1) {
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//texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L1, L1 + 0.03 * MixFactor, slope));
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texel = baseTexel;
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}
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if (slope >= L2 && slope < L1){
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texel = mix(secondTexel, baseTexel, smoothstep(L2, L1 - 0.06 * MixFactor, slope));
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}
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if (slope < L2){
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texel = mix(thirdTexel, secondTexel, smoothstep(L2 - 0.13 * MixFactor, L2, slope));
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}
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// Just one transition
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} else if (Transitions < 1.5) {
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if (slope >= L1) {
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texel = baseTexel;
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}
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if (slope < L1) {
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texel = mix(thirdTexel, baseTexel, smoothstep(L2 - 0.13 * MixFactor, L1, slope));
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}
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}
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//Invert the transition: keep original texture on abrupt slopes and switch to another on flatter terrain
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//Invert the transition: keep original texture on abrupt slopes and switch to another on flatter terrain
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} else if (InverseSlope > 0.0) {
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//Interemdiate transition ?
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if (Transitions >= 1.5) {
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if (slope >= L1 + 0.1) {
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texel = texture2D(ThirdTex, gl_TexCoord[0].st);
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}
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if (slope >= L2 && slope < L1 + 0.1){
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texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(ThirdTex, gl_TexCoord[0].st), smoothstep(L2 + 0.06 * MixFactor, L1 + 0.1, slope));
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}
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if (slope <= L2){
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texel = mix(texture2D(BaseTex, gl_TexCoord[0].st), texture2D(SecondTex, gl_TexCoord[0].st), smoothstep(L2 - 0.06 * MixFactor, L2, slope));
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}
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//just one
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} else if (Transitions < 1.5) {
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if (slope > L1 + 0.1) {
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texel = texture2D(ThirdTex, gl_TexCoord[0].st);
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}
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if (slope <= L1 + 0.1){
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texel = mix(texture2D(BaseTex, gl_TexCoord[0].st), texture2D(ThirdTex, gl_TexCoord[0].st), smoothstep(L2 - 0.06 * MixFactor, L1 + 0.1, slope));
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}
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}
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//Interemdiate transition ?
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if (Transitions >= 1.5) {
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if (slope >= L1 + 0.1) {
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texel = thirdTexel;
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}
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if (slope >= L2 && slope < L1 + 0.1){
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texel = mix(secondTexel, thirdTexel, smoothstep(L2 + 0.06 * MixFactor, L1 + 0.1, slope));
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}
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if (slope <= L2){
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texel = mix(baseTexel, secondTexel, smoothstep(L2 - 0.06 * MixFactor, L2, slope));
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}
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//just one
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} else if (Transitions < 1.5) {
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if (slope > L1 + 0.1) {
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texel = thirdTexel;
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}
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if (slope <= L1 + 0.1){
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texel = mix(baseTexel, thirdTexel, smoothstep(L2 - 0.06 * MixFactor, L1 + 0.1, slope));
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}
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}
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}
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//darken textures with wetness
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@ -114,18 +120,21 @@ void main()
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//Snow texture for areas higher than SnowLevel
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if (RawPos.z >= SnowLevel - (1000.0 * slope + 300 * MixFactor) && slope > L2 - 0.12) {
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texel = mix(texel, mix(texel, texture2D(SnowTex, gl_TexCoord[0].st * 2), smoothstep(L2 - 0.09 * MixFactor, L2, slope)), smoothstep(SnowLevel - (1000.0 * slope + 300 * MixFactor), SnowLevel - (1000 * slope - 150 * MixFactor), RawPos.z));
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texel = mix(texel, mix(texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope)), smoothstep(SnowLevel - (1000.0 * slope + 300 * MixFactor), SnowLevel - (1000 * slope - 150 * MixFactor), RawPos.z));
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}
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fragColor = color * texel + specular;
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if(cover >= 2.5){
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fragColor.rgb = fragColor.rgb * 1.2;
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fragColor.rgb = fragColor.rgb * 1.2;
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} else {
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fragColor.rg = fragColor.rg * (0.6 + 0.2 * cover);
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fragColor.b = fragColor.b * (0.5 + 0.25 * cover);
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fragColor.rg = fragColor.rg * (0.6 + 0.2 * cover);
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fragColor.b = fragColor.b * (0.5 + 0.25 * cover);
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}
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fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
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}
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}
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@ -8,6 +8,7 @@
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// Diffuse colors come from the gl_Color, ambient from the material. This is
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// equivalent to osg::Material::DIFFUSE.
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#version 120
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#define MODE_OFF 0
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#define MODE_DIFFUSE 1
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#define MODE_AMBIENT_AND_DIFFUSE 2
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@ -3,6 +3,7 @@
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// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
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// © Michael Horsch - 2005
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#version 120
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uniform sampler2D water_normalmap;
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uniform sampler2D water_reflection;
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uniform sampler2D water_dudvmap;
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@ -37,7 +38,7 @@ void main(void)
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const float water_shininess = 240.0;
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// approximate cloud cover
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float cover = 0;
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float cover = 0.0;
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cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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vec4 viewt = normalize(waterTex4);
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@ -14,8 +14,6 @@ uniform sampler2D water_reflection_grey;
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uniform sampler2D sea_foam;
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uniform sampler2D perlin_normalmap;
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uniform sampler3D Noise;
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uniform float saturation, Overcast, WindE, WindN;
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uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
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uniform float osg_SimulationTime;
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