// -*-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 #version 120 varying float RawPosZ; varying vec3 WorldPos; varying vec3 normal; varying vec3 Vnormal; varying vec4 eyePos; 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; ////fog "include" ///// uniform int fogType; vec3 fog_Func(vec3 color, int type); ////////////////////// float getShadowing(); vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel); void main() { float pf = 0.0; vec3 lightDir = gl_LightSource[0].position.xyz; vec3 halfVector = gl_LightSource[0].halfVector.xyz; vec4 texel = vec4(0.0); vec4 specular = vec4(0.0); float 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); float L1 = 0.90 - 0.02 * MixFactor; //first transition slope float 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. // vec3 n = (2.0 * gl_Color.a - 1.0) * Vnormal; vec3 n = normalize(Vnormal); float nDotVP = max(0.0, dot(n, normalize(gl_LightSource[0].position.xyz))); float nDotHV = max(0.0, dot(n, normalize(gl_LightSource[0].halfVector.xyz))); vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP * getShadowing(); if (nDotVP > 0.0) pf = pow(nDotHV, gl_FrontMaterial.shininess); if (gl_FrontMaterial.shininess > 0.0) specular = gl_FrontMaterial.specular * gl_LightSource[0].diffuse * pf; // vec4 diffuseColor = gl_FrontMaterial.emission + // vec4(1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient) + // Diffuse * gl_FrontMaterial.diffuse; vec4 ambientColor = gl_LightModel.ambient + gl_LightSource[0].ambient; //vec4 diffuseColor = gl_Color + Diffuse * gl_FrontMaterial.diffuse + ambientColor; vec4 diffuseColor = vec4(Diffuse) + ambientColor; //ATI workaround diffuseColor += specular * gl_FrontMaterial.specular; // This shouldn't be necessary, but our lighting becomes very // saturated. Clamping the color before modulating by the texture // is closer to what the OpenGL fixed function pipeline does. diffuseColor = clamp(diffuseColor, 0.0, 1.0); //Select texture based on slope float 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 float 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) ); } vec4 fragColor = diffuseColor * texel + specular; fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, texel.rgb); 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; fragColor.rgb = fog_Func(fragColor.rgb, fogType); gl_FragColor = fragColor; }