// -*-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 // Ambient term comes in gl_Color.rgb. varying vec4 diffuse_term, RawPos; varying vec3 Vnormal, normal; //varying float fogCoord; uniform float SnowLevel, Transitions, InverseSlope, RainNorm; uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4; uniform sampler2D BaseTex, SecondTex, ThirdTex, SnowTex; uniform sampler3D NoiseTex; ////fog "include" ///// uniform int fogType; vec3 fog_Func(vec3 color, int type); ////////////////////// void main() { float MixFactor, NdotL, NdotHV, fogFactor, cover, slope, L1, L2, wetness; vec3 n, lightDir, halfVector; vec4 texel, fragColor, color, specular, Noise; lightDir = gl_LightSource[0].position.xyz; halfVector = gl_LightSource[0].halfVector.xyz; color = gl_Color; specular = vec4(0.0); cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4); Noise = texture3D(NoiseTex, RawPos.xyz*0.0011); MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary MixFactor *= 300.0; MixFactor = clamp(MixFactor, 0.0, 1.0); L1 = 0.90 - 0.02 * MixFactor; //first transition slope 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. n = (2.0 * gl_Color.a - 1.0) * Vnormal; n = normalize(n); NdotL = dot(n, lightDir); if (NdotL > 0.0) { color += diffuse_term * NdotL; NdotHV = max(dot(n, halfVector), 0.0); if (gl_FrontMaterial.shininess > 0.0) specular.rgb = (gl_FrontMaterial.specular.rgb * gl_LightSource[0].specular.rgb * pow(NdotHV, gl_FrontMaterial.shininess)); } color.a = diffuse_term.a; // 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. color = clamp(color, 0.0, 1.0); //Select texture based on slope 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 = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L1, L1 + 0.03 * MixFactor, slope)); 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 wetness = 1.0 - 0.3 * RainNorm; texel.rgb = texel.rgb * wetness; float altitude = RawPos.z; //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)); } fragColor = color * texel + specular; 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); } //fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord); fragColor.rgb *= 1.2 - 0.4 * MixFactor; fragColor.rgb = fog_Func(fragColor.rgb, fogType); //gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor); gl_FragColor = fragColor; }