171 lines
6.2 KiB
C++
171 lines
6.2 KiB
C++
// -*-C++-*-
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// Texture switching based on face slope and snow level
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// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
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// © Emilian Huminiuc 2011
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#version 120
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varying float RawPosZ;
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varying vec3 WorldPos;
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varying vec3 normal;
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varying vec3 Vnormal;
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uniform float SnowLevel;
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uniform float Transitions;
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uniform float InverseSlope;
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uniform float RainNorm;
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uniform float CloudCover0;
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uniform float CloudCover1;
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uniform float CloudCover2;
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uniform float CloudCover3;
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uniform float CloudCover4;
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uniform sampler2D BaseTex;
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uniform sampler2D SecondTex;
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uniform sampler2D ThirdTex;
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uniform sampler2D SnowTex;
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uniform sampler3D NoiseTex;
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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 main()
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{
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float pf = 0.0;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 texel = vec4(0.0);
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vec4 specular = vec4(0.0);
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float cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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vec4 Noise = texture3D(NoiseTex, WorldPos.xyz*0.0011);
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vec4 Noise2 = texture3D(NoiseTex, WorldPos.xyz * 0.00008);
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float MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
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float MixFactor2 = Noise2.r * Noise2.g * Noise2.b;
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MixFactor *= 300.0;
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MixFactor2 *= 300.0;
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MixFactor = clamp(MixFactor, 0.0, 1.0);
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MixFactor2 = clamp(MixFactor2, 0.0, 1.0);
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float L1 = 0.90 - 0.02 * MixFactor; //first transition slope
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float L2 = 0.78 + 0.04 * MixFactor; //Second transition slope
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// Vnormal should be reversed.
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// vec3 n = (2.0 * gl_Color.a - 1.0) * Vnormal;
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vec3 n = normalize(Vnormal);
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float nDotVP = max(0.0, dot(n, normalize(gl_LightSource[0].position.xyz)));
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float nDotHV = max(0.0, dot(n, normalize(gl_LightSource[0].halfVector.xyz)));
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vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
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if (nDotVP > 0.0)
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pf = pow(nDotHV, gl_FrontMaterial.shininess);
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if (gl_FrontMaterial.shininess > 0.0)
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specular = gl_FrontMaterial.specular * gl_LightSource[0].diffuse * pf;
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// vec4 diffuseColor = gl_FrontMaterial.emission +
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// vec4(1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient) +
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// Diffuse * gl_FrontMaterial.diffuse;
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vec4 ambientColor = gl_LightModel.ambient + gl_LightSource[0].ambient;
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//vec4 diffuseColor = gl_Color + Diffuse * gl_FrontMaterial.diffuse + ambientColor;
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vec4 diffuseColor = vec4(Diffuse) + ambientColor; //ATI workaround
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diffuseColor += specular * gl_FrontMaterial.specular;
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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diffuseColor = clamp(diffuseColor, 0.0, 1.0);
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//Select texture based on slope
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float slope = normalize(normal).z;
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//pull the texture fetch outside flow control to fix aliasing artefacts :(
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vec4 baseTexel = texture2D(BaseTex, gl_TexCoord[0].st);
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vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st);
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vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st);
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vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st);
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//Normal transition. For more abrupt faces apply another texture (or 2).
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if (InverseSlope == 0.0) {
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//Do we do an intermediate transition
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if (Transitions >= 1.5) {
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if (slope >= L1) {
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texel = baseTexel;
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}
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if (slope >= L2 && slope < L1){
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texel = mix(secondTexel, baseTexel, smoothstep(L2, L1 - 0.06 * MixFactor, slope));
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}
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if (slope < L2){
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texel = mix(thirdTexel, secondTexel, smoothstep(L2 - 0.13 * MixFactor, L2, slope));
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}
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// Just one transition
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} else if (Transitions < 1.5) {
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if (slope >= L1) {
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texel = baseTexel;
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}
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if (slope < L1) {
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texel = mix(thirdTexel, baseTexel, smoothstep(L2 - 0.13 * MixFactor, L1, slope));
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}
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}
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//Invert the transition: keep original texture on abrupt slopes and switch to another on flatter terrain
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} else if (InverseSlope > 0.0) {
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//Interemdiate transition ?
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if (Transitions >= 1.5) {
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if (slope >= L1 + 0.1) {
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texel = thirdTexel;
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}
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if (slope >= L2 && slope < L1 + 0.1){
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texel = mix(secondTexel, thirdTexel, smoothstep(L2 + 0.06 * MixFactor, L1 + 0.1, slope));
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}
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if (slope <= L2){
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texel = mix(baseTexel, secondTexel, smoothstep(L2 - 0.06 * MixFactor, L2, slope));
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}
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//just one
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} else if (Transitions < 1.5) {
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if (slope > L1 + 0.1) {
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texel = thirdTexel;
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}
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if (slope <= L1 + 0.1){
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texel = mix(baseTexel, thirdTexel, smoothstep(L2 - 0.06 * MixFactor, L1 + 0.1, slope));
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}
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}
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}
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//darken textures with wetness
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float wetness = 1.0 - 0.3 * RainNorm;
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texel.rgb = texel.rgb * wetness;
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float altitude = RawPosZ;
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//Snow texture for areas higher than SnowLevel
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if (altitude >= SnowLevel - (1000.0 * slope + 300.0 * MixFactor) && slope > L2 - 0.12) {
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texel = mix(texel, mix(texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope)),
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smoothstep(SnowLevel - (1000.0 * slope + 300.0 * MixFactor),
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SnowLevel - (1000.0 * slope - 150.0 * MixFactor),
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altitude)
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);
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}
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vec4 fragColor = diffuseColor * texel + specular;
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if(cover >= 2.5){
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fragColor.rgb = fragColor.rgb * 1.2;
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} else {
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fragColor.rg = fragColor.rg * (0.6 + 0.2 * cover);
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fragColor.b = fragColor.b * (0.5 + 0.25 * cover);
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}
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fragColor.rgb *= 1.2 - 0.6 * MixFactor * MixFactor2;
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fragColor.rgb = fog_Func(fragColor.rgb, fogType);
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gl_FragColor = fragColor;
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}
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