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fgdata/Shaders/transition.frag
Vivian Meazza 062594ff05 Add new shaders in support of .dds textures
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-09-05 16:02:06 +01:00

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4.8 KiB
C++

// -*-C++-*-
// Texture switching based on face slope and snow level
// default.frag (c) 2010 ??
// (c)2011 - Emilian Huminiuc, with ideas from crop.frag, forest.frag
// Ambient term comes in gl_Color.rgb.
varying vec4 diffuse_term, RawPos;
varying vec3 Vnormal, normal;
varying float fogCoord;
uniform float SnowLevel, Transitions, InverseSlope, RainNorm;
uniform sampler2D BaseTex, SecondTex, ThirdTex, SnowTex;
uniform sampler3D NoiseTex;
void main()
{
float MixFactor, NdotL, NdotHV, fogFactor, slope, L1, L2, wetness;
vec3 n, lightDir, halfVector;
vec4 texel, fragColor, color, specular, Noise; // GNoise;
lightDir = gl_LightSource[0].position.xyz;
halfVector = gl_LightSource[0].halfVector.xyz;
color = gl_Color;
specular = vec4(0.0);
Noise = texture3D(NoiseTex, RawPos.xyz*0.0011);
//GNoise = texture3D(NoiseTex, RawPos.xyz*0.00011);
MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary
//AddedNoise = GNoise.r * GNoise.g * GNoise.b; //Some added Noise to break the evenness on some textures
MixFactor *= 50.0;
L1 = 0.88 - 0.04 * MixFactor; //first transition slope
L2 = 0.80 + 0.04 * MixFactor; //Second transition slope
// If gl_Color.a == 0, this is a back-facing polygon and the
// Vnormal should be reversed.
n = (2.0 * gl_Color.a - 1.0) * Vnormal;
n = normalize(n);
NdotL = dot(n, lightDir);
if (NdotL > 0.0) {
color += diffuse_term * NdotL;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
* gl_LightSource[0].specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess));
}
color.a = diffuse_term.a;
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.
color = clamp(color, 0.0, 1.0);
//Select texture based on slope
slope = normalize(normal).z;
//Normal transition. For more abrupt faces apply another texture (or 2).
if (InverseSlope == 0.0) {
//Do we do an intermediate transition
if (Transitions >= 1.5) {
if (slope > L1) {
texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L1, L1 + 0.003*MixFactor, slope));
}
if (slope > L2 && slope <= L1){
texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L2 + 0.01 * MixFactor, L1, slope));
}
if (slope <= L2){
texel = mix(texture2D(ThirdTex, gl_TexCoord[0].st), texture2D(SecondTex, gl_TexCoord[0].st), smoothstep(L2 - 0.1 * MixFactor, L2, slope));
}
// Just one transition
} else if (Transitions < 1.5) {
if (slope > L1) {
texel = texture2D(BaseTex, gl_TexCoord[0].st);
}
if (slope <= L1) {
texel = mix(texture2D(ThirdTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L2 - 0.1 * MixFactor, L1, slope));
}
}
//Invert the transition: keep original texture on abrupt slopes and switch to another on flatter terrain
} else if (InverseSlope > 0.0) {
//Interemdiate transition ?
if (Transitions >= 1.5) {
if (slope > L1 + 0.16) {
texel = texture2D(ThirdTex, gl_TexCoord[0].st);
}
if (slope > L2 && slope <= L1 + 0.16){
texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(ThirdTex, gl_TexCoord[0].st), smoothstep(L2 + 0.01 * MixFactor, L1, slope));
}
if (slope <= L2){
texel = mix(texture2D(BaseTex, gl_TexCoord[0].st), texture2D(SecondTex, gl_TexCoord[0].st), smoothstep(L2 - 0.05 * MixFactor, L2, slope));
}
//just one
} else if (Transitions < 1.5) {
if (slope > L1 + 0.16) {
texel = texture2D(ThirdTex, gl_TexCoord[0].st);
}
if (slope <= L1 + 0.16){
texel = mix(texture2D(BaseTex, gl_TexCoord[0].st), texture2D(ThirdTex, gl_TexCoord[0].st), smoothstep(L2 - 0.05 * MixFactor, L1 + 0.16, slope));
}
}
}
//darken textures with wetness
wetness = 1.0 - 0.3 * RainNorm;
texel.rgb = texel.rgb * wetness;
//texel.r = texel.r * wetness;
//texel.g = texel.g * wetness;
//texel.b = texel.b * wetness;
//Snow texture for areas higher than SnowLevel
if (RawPos.z >= SnowLevel - 6000.0 * MixFactor && slope > L2 - 0.4) {
texel = mix(texel, mix(texel, texture2D(SnowTex, gl_TexCoord[0].st), smoothstep(L2 - 0.4 * MixFactor, L2, slope)), smoothstep(SnowLevel - 6000.0 * slope * MixFactor, SnowLevel - 1400.0 * slope * MixFactor, RawPos.z));
}
fragColor = color * texel + specular;
fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
}