// -*-C++-*- // Texture switching based on face slope and snow level // based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier. // � Emilian Huminiuc 2011 varying float RawPosZ; varying vec3 WorldPos; varying vec3 normal; varying vec3 Vnormal; uniform float SnowLevel; uniform float Transitions; uniform float InverseSlope; uniform float RainNorm; uniform float CloudCover0; uniform float CloudCover1; uniform float CloudCover2; uniform float CloudCover3; uniform float CloudCover4; uniform sampler2D BaseTex; uniform sampler2D SecondTex; uniform sampler2D ThirdTex; uniform sampler2D SnowTex; uniform sampler3D NoiseTex; // gbuffer function void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth); /////////////////// void main() { float NdotL; float NdotHV; float fogFactor; float cover; float slope; float L1; float L2; float wetness; float pf; vec3 n; vec3 lightDir; vec3 halfVector; vec4 texel; vec4 fragColor; vec4 color; cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4); vec4 Noise = texture3D(NoiseTex, WorldPos.xyz*0.0011); vec4 Noise2 = texture3D(NoiseTex, WorldPos.xyz * 0.00008); float MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary float MixFactor2 = Noise2.r * Noise2.g * Noise2.b; MixFactor *= 300.0; MixFactor2 *= 300.0; MixFactor = clamp(MixFactor, 0.0, 1.0); MixFactor2 = clamp(MixFactor2, 0.0, 1.0); L1 = 0.90 - 0.02 * MixFactor; //first transition slope L2 = 0.78 + 0.04 * MixFactor; //Second transition slope // If gl_Color.a == 0, this is a back-facing polygon and the // Vnormal should be reversed. n = (2.0 * gl_Color.a - 1.0) * Vnormal; n = normalize(n); color = vec4(1.0); //Select texture based on slope slope = normalize(normal).z; //pull the texture fetch outside flow control to fix aliasing artefacts :( vec4 baseTexel = texture2D(BaseTex, gl_TexCoord[0].st); vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st); vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st); vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st); //Normal transition. For more abrupt faces apply another texture (or 2). if (InverseSlope == 0.0) { //Do we do an intermediate transition if (Transitions >= 1.5) { if (slope >= L1) { texel = baseTexel; } if (slope >= L2 && slope < L1){ texel = mix(secondTexel, baseTexel, smoothstep(L2, L1 - 0.06 * MixFactor, slope)); } if (slope < L2){ texel = mix(thirdTexel, secondTexel, smoothstep(L2 - 0.13 * MixFactor, L2, slope)); } // Just one transition } else if (Transitions < 1.5) { if (slope >= L1) { texel = baseTexel; } if (slope < L1) { texel = mix(thirdTexel, baseTexel, smoothstep(L2 - 0.13 * MixFactor, L1, slope)); } } //Invert the transition: keep original texture on abrupt slopes and switch to another on flatter terrain } else if (InverseSlope > 0.0) { //Interemdiate transition ? if (Transitions >= 1.5) { if (slope >= L1 + 0.1) { texel = thirdTexel; } if (slope >= L2 && slope < L1 + 0.1){ texel = mix(secondTexel, thirdTexel, smoothstep(L2 + 0.06 * MixFactor, L1 + 0.1, slope)); } if (slope <= L2){ texel = mix(baseTexel, secondTexel, smoothstep(L2 - 0.06 * MixFactor, L2, slope)); } //just one } else if (Transitions < 1.5) { if (slope > L1 + 0.1) { texel = thirdTexel; } if (slope <= L1 + 0.1){ texel = mix(baseTexel, thirdTexel, smoothstep(L2 - 0.06 * MixFactor, L1 + 0.1, slope)); } } } //darken textures with wetness wetness = 1.0 - 0.3 * RainNorm; texel.rgb = texel.rgb * wetness; float altitude = RawPosZ; //Snow texture for areas higher than SnowLevel if (altitude >= SnowLevel - (1000.0 * slope + 300.0 * MixFactor) && slope > L2 - 0.12) { texel = mix( texel, mix( texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope) ), smoothstep(SnowLevel - (1000.0 * slope + 300.0 * MixFactor), SnowLevel - (1000.0 * slope - 150.0 * MixFactor), altitude) ); } fragColor = color * texel; if(cover >= 2.5){ fragColor.rgb = fragColor.rgb * 1.2; } else { fragColor.rg = fragColor.rg * (0.6 + 0.2 * cover); fragColor.b = fragColor.b * (0.5 + 0.25 * cover); } fragColor.rgb *= 1.2 - 0.6 * MixFactor * MixFactor2; float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) ); float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb, vec3( 0.3, 0.59, 0.11 ) ); encode_gbuffer( n, fragColor.rgb, 1, specular, gl_FrontMaterial.shininess, emission, gl_FragCoord.z ); }