d098796d46
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
163 lines
5.5 KiB
C++
163 lines
5.5 KiB
C++
// -*-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 );
|
||
}
|