943ba2a4fe
Incorporated changes to effects file syntax. Changed Till's landmass to mix in the base terrain texture. Some shader cleanup. Also, add a GUI control for enabling shaders.
102 lines
3 KiB
GLSL
102 lines
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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varying vec3 lightVec;
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uniform sampler3D NoiseTex;
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uniform float osg_SimulationTime;
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const float scale = 1.0;
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void main (void)
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{
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const float snowlevel=2000.0;
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vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126);
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vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417);
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vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.00423+vec3(0.0,0.0,osg_SimulationTime*0.035217));
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vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212));
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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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fogFactor = clamp(fogFactor, 0.0, 1.0);
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float a=1.0;
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float n=0.00;
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n += nvLS[0]*a;
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a/=2.0;
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n += nvLS[1]*a;
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a/=2.0;
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n += nvLS[2]*a;
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a/=2.0;
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n += nvLS[3]*a;
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a=4.0;
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float na=n;
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na += nvL[0]*1.1;
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a*=1.2;
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na += nvL[1]*a;
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a*=1.2;
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na += nvL[2]*a;
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a*=1.2;
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na += nvL[3]*a;
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a=2.0;
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na += noisevec[0]*a*0.2;
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a*=1.2;
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na += noisevec[1]*a;
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a*=1.2;
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na += noisevec[2]*a;
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a*=1.2;
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na += noisevec[3]*a;
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// GOOD
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vec4 c1;
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c1 = vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0);
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/*
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vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+nvL[2]*0.8)));
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vec3 bump = normalize(VNormal+vec3(0.0, 0.0, nvL[0]*1.4+nvL[1]*6.4+nvL[2]*16+noisevec[3]*3.3)*2.0-1.4);
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vec3 bumped = max(dot(normalize(Normal), normalize(bump)), 0.0);
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bumped=max(normalize(refract(lightVec, normalize(bump), 0.3)), 0.0);
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*/
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vec3 Eye = normalize(-ecPosition.xyz);
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vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24))));
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//Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal)));
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vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9);
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vec3 bumped;
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// = max(dot(normalize(Normal.xyz), normalize(bump)), vec3(0.0, 0.0, 0.0));
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bumped=max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0);
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vec4 ambientColor = gl_LightSource[0].ambient;
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vec4 light = ambientColor;
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c1 *= light;
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// c1 += gl_LightSource[0].diffuse*0.5 * pow(max(dot(Reflected, Eye), 0.0), 2.0/*gl_FrontMaterial.shininess*/);
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// c1 *= pow(max(Reflected.x+Reflected.y+Reflected.z, 0.0), 1.0/*gl_FrontMaterial.shininess*/);
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// c1 *= 0.3;
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// c1 = vec4(0.0);
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// c1 = vec4(0.0);
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//c1 += (vec3(0.0, 0.01, 0.01)*n) * pow(max(Reflected.x+Reflected.y+Reflected.z, 0.0), 9.0/*gl_FrontMaterial.shininess*/);
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// c1 += gl_LightSource[0].specular*2.0 * pow(max(dot(bumped, Eye), 0.3), 89.0)/*gl_FrontMaterial.shininess*/;
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// HERE IS GOOD
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c1 += (vec4(0.3, 0.34, 0.4, 1.0)-0.1)*gl_LightSource[0].diffuse * (bumped.r+bumped.g+bumped.b);
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// c1 = bumped;
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c1 += gl_LightSource[0].specular*2.0 * pow(max(dot(Reflected, Eye), 0.0), 90.0/*gl_FrontMaterial.shininess*/);
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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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