58 lines
1.7 KiB
GLSL
58 lines
1.7 KiB
GLSL
#version 120
|
|
|
|
varying vec4 rawpos;
|
|
varying vec4 ecPosition;
|
|
varying vec3 VNormal;
|
|
varying vec3 Normal;
|
|
varying vec4 constantColor;
|
|
|
|
uniform sampler3D NoiseTex;
|
|
uniform sampler2D BaseTex;
|
|
uniform float snowlevel;
|
|
|
|
// From /sim/rendering/snow-level-m
|
|
const float scale = 1.0;
|
|
|
|
void main (void)
|
|
{
|
|
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
|
|
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
|
|
|
|
float fogFactor;
|
|
float fogCoord = ecPosition.z;
|
|
const float LOG2 = 1.442695;
|
|
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
|
// float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
|
|
float biasFactor = fogFactor = clamp(fogFactor, 0.0, 1.0);
|
|
|
|
float n=0.06;
|
|
n += nvL[0]*0.4;
|
|
n += nvL[1]*0.6;
|
|
n += nvL[2]*2.0;
|
|
n += nvL[3]*4.0;
|
|
n += noisevec[0]*0.1;
|
|
n += noisevec[1]*0.4;
|
|
|
|
n += noisevec[2]*0.8;
|
|
n += noisevec[3]*2.1;
|
|
n = mix(0.6, n, biasFactor);
|
|
// good
|
|
vec4 c1 = texture2D(BaseTex, gl_TexCoord[0].st);
|
|
//brown
|
|
//c1 = mix(c1, vec4(n-0.46, n-0.45, n-0.53, 1.0), smoothstep(0.50, 0.55, nvL[2]*6.6));
|
|
//"steep = gray"
|
|
c1 = mix(vec4(n-0.30, n-0.29, n-0.37, 1.0), c1, smoothstep(0.970, 0.990, abs(normalize(Normal).z)+nvL[2]*1.3));
|
|
//"snow"
|
|
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));
|
|
|
|
vec3 diffuse = gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
|
|
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
|
|
|
|
c1 *= ambient_light;
|
|
vec4 finalColor = c1;
|
|
|
|
if(gl_Fog.density == 1.0)
|
|
fogFactor=1.0;
|
|
|
|
gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
|
|
}
|