77 lines
2.6 KiB
GLSL
77 lines
2.6 KiB
GLSL
#version 330 core
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layout(location = 0) in vec4 pos;
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layout(location = 1) in vec3 normal;
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layout(location = 2) in vec4 vertex_color;
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layout(location = 3) in vec4 multitexcoord0;
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layout(location = 12) in float fogcoord;
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out VS_OUT {
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float flogz;
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vec2 texcoord;
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vec3 vertex_normal;
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float autumn_flag;
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} vs_out;
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uniform int num_deciduous_trees;
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uniform float season;
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uniform float forest_effect_size;
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uniform float forest_effect_shape;
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uniform float WindN;
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uniform float WindE;
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uniform float osg_SimulationTime;
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uniform mat4 osg_ModelViewMatrix;
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uniform mat4 osg_ModelViewProjectionMatrix;
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// noise.glsl
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float voronoi_noise_2d(vec2 coord, float wavelength, float xrand, float yrand);
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// logarithmic_depth.glsl
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float logdepth_prepare_vs_depth(float z);
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void main()
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{
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float num_varieties = normal.z;
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float tex_fract = floor(fract(multitexcoord0.x) * num_varieties) / num_varieties;
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if (tex_fract < float(num_deciduous_trees) / float(num_varieties)) {
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vs_out.autumn_flag = 0.5 + fract(vertex_color.x);
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} else {
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vs_out.autumn_flag = 0.0;
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}
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tex_fract += floor(multitexcoord0.x) / num_varieties;
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// Determine the rotation for the tree. The Fog Coordinate provides rotation
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// information to rotate one of the quands by 90 degrees. We then apply an
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// additional position seed so that trees aren't all oriented N/S
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float sr = sin(fogcoord + vertex_color.x);
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float cr = cos(fogcoord + vertex_color.x);
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vs_out.texcoord = vec2(tex_fract, multitexcoord0.y);
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vs_out.texcoord.y = vs_out.texcoord.y + 0.5 * season;
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// scaling
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vec3 position = pos.xyz * normal.xxy;
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// Rotation of the generic quad to specific one for the tree.
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position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
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// Shear by wind. Note that this only applies to the top vertices
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float vertex_color_sum = vertex_color.x + vertex_color.y + vertex_color.z;
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float wind_offset = position.z * (
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sin(osg_SimulationTime * 1.8 + vertex_color_sum * 0.01) + 1.0) * 0.0025;
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position.x = position.x + wind_offset * WindN;
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position.y = position.y + wind_offset * WindE;
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// Scale by random domains
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float voronoi = 0.5 + 1.0 * voronoi_noise_2d(
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vertex_color.xy, forest_effect_size, forest_effect_shape, forest_effect_shape);
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position.xyz *= voronoi;
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position = position + vertex_color.xyz;
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gl_Position = osg_ModelViewProjectionMatrix * vec4(position, 1.0);
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vs_out.flogz = logdepth_prepare_vs_depth(gl_Position.w);
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vec3 view_vector = (osg_ModelViewMatrix * vec4(position, 1.0)).xyz;
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vs_out.vertex_normal = normalize(-view_vector);
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}
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