a3a8f9123e
- Remove all Compositor Effects and Shaders. - Unify the low-spec and ALS pipelines in a single pipeline called 'Classic'. - Readd shadow mapping. - Move the WS30 Effect and fragment shader out of the Compositor-specific directories.
195 lines
5.5 KiB
GLSL
195 lines
5.5 KiB
GLSL
#version 120
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 VNormal;
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varying vec3 Normal;
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uniform sampler3D NoiseTex;
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uniform sampler2D SampleTex;
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uniform sampler1D ColorsTex;
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uniform sampler2D SampleTex2;
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uniform sampler2D NormalTex;
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uniform float depth_factor;
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uniform float red, green, blue, alpha;
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uniform float quality_level; // From /sim/rendering/quality-level
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uniform float snowlevel; // From /sim/rendering/snow-level-m
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const float scale = 1.0;
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int linear_search_steps = 10;
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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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float getShadowing();
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float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
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{
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float size = 1.0 / float(linear_search_steps);
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float depth = 0.0;
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float best_depth = 1.0;
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for(int i = 0; i < linear_search_steps - 1; ++i)
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{
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depth += size;
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float t = texture2D(reliefMap, dp + ds * depth).a;
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if(best_depth > 0.996)
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if(depth >= t)
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best_depth = depth;
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}
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depth = best_depth;
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const int binary_search_steps = 5;
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for(int i = 0; i < binary_search_steps; ++i)
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{
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size *= 0.5;
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float t = texture2D(reliefMap, dp + ds * depth).a;
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if(depth >= t)
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{
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best_depth = depth;
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depth -= 2.0 * size;
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}
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depth += size;
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}
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return(best_depth);
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}
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void main (void)
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{
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float bump = 1.0;
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if ( quality_level >= 3.5 ) {
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linear_search_steps = 20;
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}
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vec2 uv, dp, ds;
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vec3 N;
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float d;
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if ( bump > 0.9 && quality_level >= 2.0 )
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{
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vec3 V = normalize(ecPosition.xyz);
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float a = dot(VNormal, -V);
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vec2 s = vec2(dot(V, VTangent), dot(V, VBinormal));
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s *= depth_factor / a;
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ds = s;
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dp = gl_TexCoord[0].st;
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d = ray_intersect(NormalTex, dp, ds);
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uv = dp + ds * d;
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N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
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}
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else
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{
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uv = gl_TexCoord[0].st;
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N = vec3(0.0, 0.0, 1.0);
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}
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vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000344);
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vec4 basecolor2 = texture2D(SampleTex2, rawpos.xy*0.000144);
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basecolor = texture1D(ColorsTex, basecolor.r+0.0);
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vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
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vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
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float vegetationlevel = (rawpos.z)+nvL[2]*3000.0;
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const float LOG2 = 1.442695;
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float fogCoord = abs(ecPosition.z / ecPosition.w);
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float fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
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float n = 0.06;
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n += nvL[0]*0.4;
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n += nvL[1]*0.6;
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n += nvL[2]*2.0;
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n += nvL[3]*4.0;
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n += noisevec[0]*0.1;
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n += noisevec[1]*0.4;
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n += noisevec[2]*0.8;
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n += noisevec[3]*2.1;
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//very low n/biasFactor mix, to keep forest color
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n = mix(0.05, n, biasFactor);
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vec4 c1;
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c1 = basecolor * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0);
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vec4 c2;
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c2 = basecolor2 * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0);
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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vec3 l = gl_LightSource[0].position.xyz;
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vec3 diffuse;
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//draw floor where !steep, and another blurb for smoothing transitions
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vec4 c3, c4, c5, c3a, c4a, c5a;
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float subred = 1.0 - red; float subgreen = 1.0 - green; float subblue = 1.0 - blue;
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c3 = mix(vec4(n-subred, n-subgreen, -n-subblue, 0.0), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.3));
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c4 = mix(vec4(n-subred, n-subgreen-0.6, -n-subblue, 0.0), c1, smoothstep(0.990, 0.890, abs(normalize(Normal).z)+nvL[2]*0.9));
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c4a = mix(vec4(n-subred+0.12, n-subgreen-0.52, -n-subblue, 0.3), c1, smoothstep(0.990, 0.970, abs(normalize(Normal).z)+nvL[2]*1.32));
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c5 = mix(c3, c4, 1.0);
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c5a = mix(c3, c4a, 1.0);
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if (vegetationlevel <= 2200.0) {
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c1 = mix(c2, c5, clamp(0.65, n*0.1, 0.5));
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diffuse = gl_Color.rgb * max(0.7, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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if (vegetationlevel > 2200.0 && vegetationlevel < 2300.0) {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.35));
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diffuse = gl_Color.rgb * max(0.7, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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if (vegetationlevel >= 2300.0 && vegetationlevel < 2480.0) {
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c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.30));
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diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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if (vegetationlevel >= 2480.0 && vegetationlevel < 2530.0) {
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c1 = mix(c2, c5a, clamp(0.65, n*0.5, 0.20));
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diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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if (vegetationlevel >= 2530.0 && vegetationlevel < 2670.0) {
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c1 = mix(c2, c5, clamp(0.65, n*0.5, 0.10));
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diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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if (vegetationlevel >= 2670.0) {
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c1 = mix(c2, c5, clamp(0.0, n*0.1, 0.4));
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diffuse = gl_Color.rgb * max(0.85, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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//adding snow and permanent snow/glacier
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if (vegetationlevel > snowlevel) {
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c3 = mix(vec4(n+1.0, n+1.0, n+1.0, 0.0), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*1.3));
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c4 = mix(vec4(n+1.0, n+1.0, n+1.0, 0.0), c1, smoothstep(0.990, 0.965, abs(normalize(Normal).z)+nvL[2]*0.9));
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c5 = mix(c3, c4, 1.0);
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c1 = mix(c1, c5, clamp(0.65, n*0.5, 0.6));
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diffuse = gl_Color.rgb * max(0.8, dot(N, l)) * max(0.9, dot(VNormal, gl_LightSource[0].position.xyz));
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}
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vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 0.0) * getShadowing();
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c1 *= ambient_light;
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vec4 finalColor = c1;
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finalColor.rgb = fog_Func(finalColor.rgb, fogType);
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gl_FragColor = finalColor;
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}
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