138 lines
3.4 KiB
GLSL
138 lines
3.4 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 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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varying float bump;
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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 float depth_factor;
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uniform float quality_level; // From /sim/rendering/quality-level
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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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int linear_search_steps = 10;
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float ray_intersect(sampler2D reliefMap, 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 = texture2D(reliefMap, 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 = texture2D(reliefMap, 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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void main (void)
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{
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if ( quality_level >= 3.5 ) {
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linear_search_steps = 20;
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}
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vec2 uv, dp, ds;
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vec3 N;
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float d;
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if ( bump > 0.9 && quality_level >= 2.0 )
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{
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vec3 V = normalize(ecPosition.xyz);
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float a = dot(VNormal, -V);
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vec2 s = vec2(dot(V, VTangent), dot(V, VBinormal));
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s *= depth_factor / a;
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ds = s;
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dp = gl_TexCoord[0].st;
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d = ray_intersect(NormalTex, dp, ds);
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uv = dp + ds * d;
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N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
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}
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else
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{
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uv = gl_TexCoord[0].st;
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N = vec3(0.0, 0.0, 1.0);
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}
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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 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 = 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 = texture2D(BaseTex, uv);
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//brown
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//c1 = mix(c1, vec4(n-0.46, n-0.45, n-0.53, 1.0), smoothstep(0.50, 0.55, nvL[2]*6.6));
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//"steep = gray"
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c1 = mix(vec4(n-0.30, n-0.29, n-0.37, 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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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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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 >= 3.0 ) {
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dp += ds * d;
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vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
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ds = sl.xy * depth_factor / sl.z;
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dp -= ds * d;
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float dl = ray_intersect(NormalTex, 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 * shadow_factor * 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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