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fgdata/Shaders/transition-gbuffer.frag
Emilian Huminiuc d098796d46 use world coordinates for noise texture lookup
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2013-01-17 11:51:23 +02:00

163 lines
5.5 KiB
C++
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// -*-C++-*-
// Texture switching based on face slope and snow level
// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
// <20> Emilian Huminiuc 2011
varying float RawPosZ;
varying vec3 WorldPos;
varying vec3 normal;
varying vec3 Vnormal;
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;
// gbuffer function
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
///////////////////
void main()
{
float NdotL;
float NdotHV;
float fogFactor;
float cover;
float slope;
float L1;
float L2;
float wetness;
float pf;
vec3 n;
vec3 lightDir;
vec3 halfVector;
vec4 texel;
vec4 fragColor;
vec4 color;
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);
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);
color = vec4(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 = 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 = 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)
);
}
fragColor = color * texel;
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;
float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) );
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
vec3( 0.3, 0.59, 0.11 )
);
encode_gbuffer( n, fragColor.rgb, 1, specular, gl_FrontMaterial.shininess, emission, gl_FragCoord.z );
}