69 lines
1.8 KiB
GLSL
69 lines
1.8 KiB
GLSL
#version 120
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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uniform sampler3D NoiseTex;
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uniform sampler2D SampleTex;
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uniform sampler1D ColorsTex;
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uniform float snowlevel; // From /sim/rendering/snow-level-m
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const float scale = 1.0;
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#define BLA 1
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#define BLA2 0
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void main (void)
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{
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vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144);
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basecolor = texture1D(ColorsTex, basecolor.r+0.00);
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vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
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vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
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vec4 km = floor((rawpos)/1000.0);
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float fogFactor;
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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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// float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
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float biasFactor = fogFactor = clamp(fogFactor, 0.0, 1.0);
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float n=0.06;
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n += nvL[0]*0.4;
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n += nvL[1]*0.6;
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n += nvL[2]*2.0;
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n += nvL[3]*4.0;
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n += noisevec[0]*0.1;
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n += noisevec[1]*0.4;
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n += noisevec[2]*0.8;
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n += noisevec[3]*2.1;
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n = mix(0.6, n, biasFactor);
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// good
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vec4 c1;
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c1 = basecolor * vec4(smoothstep(0.0, 1.15, n), smoothstep(0.0, 1.2, n), smoothstep(0.1, 1.3, n), 1.0);
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//"steep = gray"
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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));
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//"snow"
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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));
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vec3 diffuse = gl_Color.rgb * max(0.0, dot(VNormal, gl_LightSource[0].position.xyz));
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vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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c1 *= ambient_light;
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vec4 finalColor = c1;
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if(gl_Fog.density == 1.0)
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fogFactor=1.0;
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gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
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}
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