#version 120 varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; varying vec4 constantColor; uniform sampler3D NoiseTex; uniform sampler2D SampleTex; uniform sampler1D ColorsTex; const float scale = 1.0; const vec4 red = vec4(1.0, 0.0, 0.0, 1.0); const vec4 green = vec4(0.0, 1.0, 0.0, 1.0); const vec4 blue = vec4(0.0, 0.0, 1.0, 1.0); const vec4 yellow = vec4(1.0, 1.0, 0.0, 1.0); #define BLA 1 #define BLA2 0 void main (void) { const float snowlevel=2000.0; vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144); basecolor = texture1D(ColorsTex, basecolor.r+0.00); vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale); vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale); vec4 km = floor((rawpos)/1000.0); 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 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; c1 = basecolor * vec4(smoothstep(0.0, 1.15, n), smoothstep(0.0, 1.2, n), smoothstep(0.1, 1.3, n), 1.0); //"steep = gray" c1 = mix(vec4(n-0.42, n-0.44, n-0.51, 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)); vec3 diffuse = gl_Color.rgb * max(0.0, dot(VNormal, gl_LightSource[0].position.xyz)); vec4 ambient_light = constantColor + 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); }