#version 120 varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; varying vec3 lightVec; uniform sampler3D NoiseTex; uniform float osg_SimulationTime; const float scale = 1.0; void main (void) { const float snowlevel=2000.0; vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126); vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417); vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.00423+vec3(0.0,0.0,osg_SimulationTime*0.035217)); vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212)); 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); fogFactor = clamp(fogFactor, 0.0, 1.0); float a=1.0; float n=0.00; n += nvLS[0]*a; a/=2.0; n += nvLS[1]*a; a/=2.0; n += nvLS[2]*a; a/=2.0; n += nvLS[3]*a; a=4.0; float na=n; na += nvL[0]*1.1; a*=1.2; na += nvL[1]*a; a*=1.2; na += nvL[2]*a; a*=1.2; na += nvL[3]*a; a=2.0; na += noisevec[0]*a*0.2; a*=1.2; na += noisevec[1]*a; a*=1.2; na += noisevec[2]*a; a*=1.2; na += noisevec[3]*a; // GOOD vec4 c1; c1 = vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0); /* vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+nvL[2]*0.8))); vec3 bump = normalize(VNormal+vec3(0.0, 0.0, nvL[0]*1.4+nvL[1]*6.4+nvL[2]*16+noisevec[3]*3.3)*2.0-1.4); vec3 bumped = max(dot(normalize(Normal), normalize(bump)), 0.0); bumped=max(normalize(refract(lightVec, normalize(bump), 0.3)), 0.0); */ vec3 Eye = normalize(-ecPosition.xyz); vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24)))); //Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal))); vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9); vec3 bumped; // = max(dot(normalize(Normal.xyz), normalize(bump)), vec3(0.0, 0.0, 0.0)); bumped=max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0); vec4 ambientColor = gl_LightSource[0].ambient; vec4 light = ambientColor; c1 *= light; // c1 += gl_LightSource[0].diffuse*0.5 * pow(max(dot(Reflected, Eye), 0.0), 2.0/*gl_FrontMaterial.shininess*/); // c1 *= pow(max(Reflected.x+Reflected.y+Reflected.z, 0.0), 1.0/*gl_FrontMaterial.shininess*/); // c1 *= 0.3; // c1 = vec4(0.0); // c1 = vec4(0.0); //c1 += (vec3(0.0, 0.01, 0.01)*n) * pow(max(Reflected.x+Reflected.y+Reflected.z, 0.0), 9.0/*gl_FrontMaterial.shininess*/); // c1 += gl_LightSource[0].specular*2.0 * pow(max(dot(bumped, Eye), 0.3), 89.0)/*gl_FrontMaterial.shininess*/; // HERE IS GOOD c1 += (vec4(0.3, 0.34, 0.4, 1.0)-0.1)*gl_LightSource[0].diffuse * (bumped.r+bumped.g+bumped.b); // c1 = bumped; c1 += gl_LightSource[0].specular*2.0 * pow(max(dot(Reflected, Eye), 0.0), 90.0/*gl_FrontMaterial.shininess*/); vec4 finalColor = c1; if(gl_Fog.density == 1.0) fogFactor=1.0; gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor); }