b2f261ea0a
Improved textures, lightmaps from Gabo Huerta. Improved interaction with the urban shader from Thorsten Renk.
254 lines
7.3 KiB
C
254 lines
7.3 KiB
C
// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Frederic Bouvier.
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// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
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// Adapted from the paper and sources by M. Drobot in GPU Pro : Quadtree Displacement Mapping with Height Blending
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#version 120
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#extension GL_ATI_shader_texture_lod : enable
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#extension GL_ARB_shader_texture_lod : enable
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#define TEXTURE_MIP_LEVELS 10
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#define TEXTURE_PIX_COUNT 1024 //pow(2,TEXTURE_MIP_LEVELS)
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#define BINARY_SEARCH_COUNT 10
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#define BILINEAR_SMOOTH_FACTOR 2.0
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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 VTangent;
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//varying vec3 VBinormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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uniform sampler3D NoiseTex;
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uniform sampler2D BaseTex;
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uniform sampler2D NormalTex;
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uniform sampler2D QDMTex;
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uniform float depth_factor;
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uniform float tile_size;
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uniform float quality_level;
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uniform float snowlevel;
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uniform vec3 night_color;
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uniform bool random_buildings;
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const float scale = 1.0;
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int linear_search_steps = 10;
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int GlobalIterationCount = 0;
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int gIterationCap = 64;
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////fog "include" /////
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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void QDM(inout vec3 p, inout vec3 v)
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{
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const int MAX_LEVEL = TEXTURE_MIP_LEVELS;
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const float NODE_COUNT = TEXTURE_PIX_COUNT;
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const float TEXEL_SPAN_HALF = 1.0 / NODE_COUNT / 2.0;
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float fDeltaNC = TEXEL_SPAN_HALF * depth_factor;
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vec3 p2 = p;
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float level = MAX_LEVEL;
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vec2 dirSign = (sign(v.xy) + 1.0) * 0.5;
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GlobalIterationCount = 0;
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float d = 0.0;
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while (level >= 0.0 && GlobalIterationCount < gIterationCap)
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{
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vec4 uv = vec4(p2.xyz, level);
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d = texture2DLod(QDMTex, uv.xy, uv.w).w;
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if (d > p2.z)
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{
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//predictive point of ray traversal
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vec3 tmpP2 = p + v * d;
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//current node count
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float nodeCount = pow(2.0, (MAX_LEVEL - level));
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//current and predictive node ID
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vec4 nodeID = floor(vec4(p2.xy, tmpP2.xy)*nodeCount);
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//check if we are crossing the current cell
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if (nodeID.x != nodeID.z || nodeID.y != nodeID.w)
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{
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//calculate distance to nearest bound
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vec2 a = p2.xy - p.xy;
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vec2 p3 = (nodeID.xy + dirSign) / nodeCount;
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vec2 b = p3.xy - p.xy;
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vec2 dNC = (b.xy * p2.z) / a.xy;
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//take the nearest cell
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d = min(d,min(dNC.x, dNC.y))+fDeltaNC;
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level++;
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}
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p2 = p + v * d;
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}
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level--;
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GlobalIterationCount++;
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}
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//
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// Manual Bilinear filtering
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//
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float rayLength = length(p2.xy - p.xy) + fDeltaNC;
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float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
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float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
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vec4 p2a = vec4(p + v * dA, 0.0);
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vec4 p2b = vec4(p + v * dB, 0.0);
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dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w;
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dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w;
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dA = abs(p2a.z - dA);
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dB = abs(p2b.z - dB);
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p2 = mix(p2a.xyz, p2b.xyz, dA / (dA + dB));
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p = p2;
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}
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float ray_intersect_QDM(vec2 dp, vec2 ds)
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{
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vec3 p = vec3( dp, 0.0 );
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vec3 v = vec3( ds, 1.0 );
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QDM( p, v );
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return p.z;
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}
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float ray_intersect_relief(vec2 dp, vec2 ds)
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{
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float size = 1.0 / float(linear_search_steps);
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float depth = 0.0;
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float best_depth = 1.0;
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for(int i = 0; i < linear_search_steps - 1; ++i)
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{
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depth += size;
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float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
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if(best_depth > 0.996)
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if(depth >= t)
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best_depth = depth;
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}
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depth = best_depth;
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const int binary_search_steps = 5;
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for(int i = 0; i < binary_search_steps; ++i)
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{
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size *= 0.5;
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float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
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if(depth >= t)
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{
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best_depth = depth;
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depth -= 2.0 * size;
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}
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depth += size;
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}
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return(best_depth);
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}
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float ray_intersect(vec2 dp, vec2 ds)
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{
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if ( random_buildings )
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return 0.0;
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else if ( quality_level >= 4.0 )
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return ray_intersect_QDM( dp, ds );
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else
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return ray_intersect_relief( dp, ds );
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}
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void main (void)
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{
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if ( quality_level >= 3.0 ) {
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linear_search_steps = 20;
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}
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float depthfactor = depth_factor;
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if ( random_buildings ) depthfactor = 0.0;
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vec3 normal = normalize(VNormal);
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vec3 tangent = normalize(VTangent);
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//vec3 binormal = normalize(VBinormal);
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vec3 binormal = normalize(cross(normal, tangent));
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vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
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vec3 V = normalize(ecPos3);
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vec3 s = vec3(dot(V, tangent), dot(V, binormal), dot(normal, -V));
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vec2 ds = s.xy * depthfactor / s.z;
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vec2 dp = gl_TexCoord[0].st - ds;
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float d = ray_intersect(dp, ds);
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vec2 uv = dp + ds * d;
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vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
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float emis = N.z;
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N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy)));
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float Nz = N.z;
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N = normalize(N.x * tangent + N.y * binormal + N.z * normal);
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vec3 l = gl_LightSource[0].position.xyz;
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vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
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float shadow_factor = 1.0;
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// Shadow
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if ( quality_level >= 2.0 ) {
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dp += ds * d;
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vec3 sl = normalize( vec3( dot( l, tangent ), dot( l, binormal ), dot( -l, normal ) ) );
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ds = sl.xy * depthfactor / sl.z;
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dp -= ds * d;
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float dl = ray_intersect(dp, ds);
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if ( dl < d - 0.05 )
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shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
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}
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// end shadow
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vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11;
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if ( shadow_factor < 1.0 )
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ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
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float emission_factor = (1.0 - smoothstep(0.15, 0.25, reflectance)) * emis;
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vec4 tc = texture2D(BaseTex, uv);
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emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2.0) -0.2;
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ambient_light += (emission_factor * vec4(night_color, 0.0));
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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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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, length(ecPosition.xyz) );
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vec4 finalColor = texture2D(BaseTex, uv);
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finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0),
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step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
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finalColor *= ambient_light;
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vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depthfactor / s.z, 1.0 );
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finalColor.rgb = fog_Func(finalColor.rgb, fogType);
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gl_FragColor = finalColor;
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if (dot(normal,-V) > 0.1) {
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vec4 iproj = gl_ProjectionMatrix * p;
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iproj /= iproj.w;
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gl_FragDepth = (iproj.z+1.0)/2.0;
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} else {
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gl_FragDepth = gl_FragCoord.z;
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}
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}
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