85 lines
2.3 KiB
GLSL
85 lines
2.3 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 sampler2D SampleTex2;
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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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void main (void)
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{
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vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144);
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vec4 basecolor2 = texture2D(SampleTex2, rawpos.xy*0.000144);
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basecolor = texture1D(ColorsTex, basecolor.r+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 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 n=0.12;
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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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vec4 c1;
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c1 = basecolor * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0);
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vec4 c2;
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c2 = basecolor2 * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0);
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//draw floor where !steep, and another blurb for smoothing transitions
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vec4 c3, c4, c5;
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c3 = mix(vec4(n-0.88, n-0.14, -n, 0.0), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3));
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c4 = mix(vec4(n-0.88, n-0.74, -n, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9));
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c5 = mix(c3, c4, 1.0);
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//brings vegetation 'floor', added vegetationlevel
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float vegetationlevel = (rawpos.z)+nvL[2]*3000.0;
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if (vegetationlevel < 2200) {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.4));
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}
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else {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.1));
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}
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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(0.4, 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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