#version 120 varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; uniform sampler3D NoiseTex; uniform sampler2D SampleTex; uniform sampler1D ColorsTex; uniform sampler2D SampleTex2; uniform float snowlevel; // From /sim/rendering/snow-level-m const float scale = 1.0; void main (void) { vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144); 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; float fogFactor; float fogCoord = ecPosition.z; const float LOG2 = 1.442695; fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2); float n=0.12; 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); 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); //draw floor where !steep, and another blurb for smoothing transitions vec4 c3, c4, c5; c3 = mix(vec4(n-0.88, n-0.14, -n, 0.0), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3)); c4 = mix(vec4(n-0.88, n-0.74, -n, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9)); c5 = mix(c3, c4, 1.0); if (vegetationlevel <= 2200) { c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.4)); } if (vegetationlevel > 2200 && vegetationlevel < 2300) { c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.2)); } if (vegetationlevel >= 2300 || vegetationlevel < 2530) { c1 = mix(c1, c5, clamp(0.65, n*0.5, 0.4)); } if (vegetationlevel >= 2530 && vegetationlevel < 2670) { c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.1)); } if (vegetationlevel >= 2670) { c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.1)); } //adding snow and permanent snow/glacier if (vegetationlevel > snowlevel || vegetationlevel > 3100) { c3 = mix(vec4(n+0.94, n+0.94, n+1.0, 0.7), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.3)); c4 = mix(vec4(n+0.94, n+0.94, n+1.0, 0.7), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.2)); c5 = mix(c3, c4, 1.0); c1 = mix(c1, c5, clamp(0.65, -n, 0.6)); } //old 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)); vec3 diffuse = gl_Color.rgb * max(0.4, dot(VNormal, gl_LightSource[0].position.xyz)); vec4 ambient_light = gl_LightSource[0].diffuse * 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); }