#version 120 varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VTangent; varying vec3 VBinormal; varying vec3 VNormal; varying vec3 Normal; uniform sampler3D NoiseTex; uniform sampler2D SampleTex; uniform sampler1D ColorsTex; uniform sampler2D SampleTex2; uniform sampler2D NormalTex; uniform float depth_factor; uniform float red, green, blue, alpha; uniform float quality_level; // From /sim/rendering/quality-level uniform float snowlevel; // From /sim/rendering/snow-level-m const float scale = 1.0; int linear_search_steps = 10; ////fog "include" ///// uniform int fogType; vec3 fog_Func(vec3 color, int type); ////////////////////// float getShadowing(); vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel); float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) { float size = 1.0 / float(linear_search_steps); float depth = 0.0; float best_depth = 1.0; for(int i = 0; i < linear_search_steps - 1; ++i) { depth += size; float t = texture2D(reliefMap, dp + ds * depth).a; if(best_depth > 0.996) if(depth >= t) best_depth = depth; } depth = best_depth; const int binary_search_steps = 5; for(int i = 0; i < binary_search_steps; ++i) { size *= 0.5; float t = texture2D(reliefMap, dp + ds * depth).a; if(depth >= t) { best_depth = depth; depth -= 2.0 * size; } depth += size; } return(best_depth); } void main (void) { float bump = 1.0; if ( quality_level >= 3.5 ) { linear_search_steps = 20; } vec2 uv, dp, ds; vec3 N; float d; if ( bump > 0.9 && quality_level >= 2.0 ) { vec3 V = normalize(ecPosition.xyz); float a = dot(VNormal, -V); vec2 s = vec2(dot(V, VTangent), dot(V, VBinormal)); s *= depth_factor / a; ds = s; dp = gl_TexCoord[0].st; d = ray_intersect(NormalTex, dp, ds); uv = dp + ds * d; N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0; } else { uv = gl_TexCoord[0].st; N = vec3(0.0, 0.0, 1.0); } vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000344); vec4 basecolor2 = texture2D(SampleTex2, rawpos.xy*0.000144); basecolor = texture1D(ColorsTex, basecolor.r+0.0); vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale); vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale); float vegetationlevel = (rawpos.z)+nvL[2]*3000.0; const float LOG2 = 1.442695; float fogCoord = abs(ecPosition.z / ecPosition.w); float fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord); float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2); float n = 0.06; n += nvL[0]*0.4; n += nvL[1]*0.6; n += nvL[2]*2.0; n += nvL[3]*4.0; n += noisevec[0]*0.1; n += noisevec[1]*0.4; n += noisevec[2]*0.8; n += noisevec[3]*2.1; //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); vec4 c2; c2 = basecolor2 * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0); N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); vec3 l = gl_LightSource[0].position.xyz; vec3 diffuse; //draw floor where !steep, and another blurb for smoothing transitions vec4 c3, c4, c5, c3a, c4a, c5a; float subred = 1.0 - red; float subgreen = 1.0 - green; float subblue = 1.0 - blue; c3 = mix(vec4(n-subred, n-subgreen, -n-subblue, 0.0), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3)); c4 = mix(vec4(n-subred, n-subgreen-0.6, -n-subblue, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9)); c4a = mix(vec4(n-subred+0.12, n-subgreen-0.52, -n-subblue, 0.3), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.32)); c5 = mix(c3, c4, 1.0); c5a = mix(c3, c4a, 1.0); if (vegetationlevel <= 2200.0) { c1 = mix(c2, c5, clamp(0.65, n*0.1, 0.5)); diffuse = gl_Color.rgb * max(0.7, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz)); } if (vegetationlevel > 2200.0 && vegetationlevel < 2300.0) { c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.35)); diffuse = gl_Color.rgb * max(0.7, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz)); } if (vegetationlevel >= 2300.0 && vegetationlevel < 2480.0) { c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.30)); diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz)); } if (vegetationlevel >= 2480.0 && vegetationlevel < 2530.0) { c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.20)); diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz)); } if (vegetationlevel >= 2530.0 && vegetationlevel < 2670.0) { c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.10)); diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz)); } if (vegetationlevel >= 2670.0) { c1 = mix(c2, c5, clamp(0.0, n*0.1, 0.4)); diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz)); } //adding snow and permanent snow/glacier if (vegetationlevel > snowlevel) { c3 = mix(vec4(n+1.0, n+1.0, n+1.0, 0.0), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.3)); c4 = mix(vec4(n+1.0, n+1.0, n+1.0, 0.0), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*0.9)); c5 = mix(c3, c4, 1.0); c1 = mix(c1, c5, clamp(0.65, n*0.5, 0.6)); diffuse = gl_Color.rgb * max(0.8, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz)); } vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 0.0) * getShadowing(); c1 *= ambient_light; vec4 finalColor = c1; finalColor.rgb += getClusteredLightsContribution(ecPosition.xyz, VNormal, basecolor.rgb); finalColor.rgb = fog_Func(finalColor.rgb, fogType); gl_FragColor = finalColor; }