#version 120 varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; varying vec3 Normal; varying vec4 constantColor; varying float bump; uniform sampler3D NoiseTex; uniform sampler2D BaseTex; uniform sampler2D NormalTex; uniform float depth_factor; 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; 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) { 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 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale); vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale); float fogFactor; float fogCoord = ecPosition.z; const float LOG2 = 1.442695; fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); float biasFactor = fogFactor = clamp(fogFactor, 0.0, 1.0); 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; n = mix(0.6, n, biasFactor); // good vec4 c1 = texture2D(BaseTex, uv); //brown //c1 = mix(c1, vec4(n-0.46, n-0.45, n-0.53, 1.0), smoothstep(0.50, 0.55, nvL[2]*6.6)); //"steep = gray" c1 = mix(vec4(n-0.30, n-0.29, n-0.37, 1.0), c1, smoothstep(0.970, 0.990, abs(normalize(Normal).z)+nvL[2]*1.3)); //"snow" c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0)); 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)); float shadow_factor = 1.0; // Shadow if ( quality_level >= 3.0 ) { 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); 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 * shadow_factor * vec4(diffuse, 1.0); c1 *= ambient_light; vec4 finalColor = c1; if(gl_Fog.density == 1.0) fogFactor=1.0; gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor); }