CVS: data/Shaders landmass.frag, 1.4, 1.5 landmass.vert, 1.3, 1.4
Frederic Bouvier <[email protected]>
| Newsgroups | gmane.games.flightgear.cvc |
|---|---|
| Message-ID | <[email protected]> |
Update of /var/cvs/FlightGear-0.9/data/Shaders
In directory baron.flightgear.org:/tmp/cvs-serv21631/Shaders
Modified Files:
landmass.frag landmass.vert
Log Message:
Add relief mapping to landmass effect
Index: landmass.frag
===================================================================
RCS file: /var/cvs/FlightGear-0.9/data/Shaders/landmass.frag,v
retrieving revision 1.4
retrieving revision 1.5
diff -u -r1.4 -r1.5
--- landmass.frag 27 Mar 2010 14:02:57 -0000 1.4
+++ landmass.frag 28 Mar 2010 17:00:21 -0000 1.5
@@ -3,18 +3,68 @@
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
+varying vec3 VTangent;
+varying vec3 VBinormal;
varying vec3 Normal;
-varying vec4 constantColor;
+varying vec4 constantColor;
uniform sampler3D NoiseTex;
uniform sampler2D BaseTex;
-uniform float snowlevel;
+uniform sampler2D NormalTex;
+uniform float depth_factor;
+uniform float snowlevel; // From /sim/rendering/snow-level-m
-// From /sim/rendering/snow-level-m
const float scale = 1.0;
+float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
+{
+ const int linear_search_steps = 20;
+
+ float size = 1.0 / float(linear_search_steps);
+ float depth = 0.0;
+ float best_depth = 1.0;
+
+ for(int i = 0; i < linear_search_steps - 1; ++i)
+ {
+ depth += size;
+ float t = texture2D(reliefMap, dp + ds * depth).a;
+ if(best_depth > 0.996)
+ if(depth >= t)
+ best_depth = depth;
+ }
+ depth = best_depth;
+
+ const int binary_search_steps = 5;
+
+ for(int i = 0; i < binary_search_steps; ++i)
+ {
+ size *= 0.5;
+ float t = texture2D(reliefMap, dp + ds * depth).a;
+ if(depth >= t)
+ {
+ best_depth = depth;
+ depth -= 2.0 * size;
+ }
+ depth += size;
+ }
+
+ return(best_depth);
+}
+
void main (void)
{
+ vec3 V = normalize(ecPosition.xyz);
+ float a = dot(VNormal, -V);
+ vec2 s = vec2(dot(V, VTangent), dot(V, VBinormal));
+ s *= depth_factor / a;
+ vec2 ds = s;
+ vec2 dp = gl_TexCoord[0].st;
+ float d = ray_intersect(NormalTex, dp, ds);
+
+ vec2 uv = dp + ds * d;
+ vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
+
+
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
@@ -22,7 +72,6 @@
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;
@@ -37,7 +86,7 @@
n += noisevec[3]*2.1;
n = mix(0.6, n, biasFactor);
// good
- vec4 c1 = texture2D(BaseTex, gl_TexCoord[0].st);
+ vec4 c1 = texture2D(BaseTex, uv);
//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"
@@ -45,8 +94,22 @@
//"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);
+ N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
+ vec3 l = gl_LightSource[0].position.xyz;
+ vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
+
+// Shadow
+ dp += ds * d;
+ vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
+ ds = sl.xy * depth_factor / sl.z;
+ dp -= ds * d;
+ float dl = ray_intersect(NormalTex, dp, ds);
+ float shadow_factor = 1.0;
+ if ( dl < d - 0.05 )
+ shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
+// end shadow
+
+ vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
c1 *= ambient_light;
vec4 finalColor = c1;
Index: landmass.vert
===================================================================
RCS file: /var/cvs/FlightGear-0.9/data/Shaders/landmass.vert,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -r1.3 -r1.4
--- landmass.vert 12 Feb 2010 14:44:55 -0000 1.3
+++ landmass.vert 28 Mar 2010 17:00:21 -0000 1.4
@@ -1,19 +1,26 @@
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
+varying vec3 VTangent;
+varying vec3 VBinormal;
varying vec3 Normal;
-varying vec4 constantColor;
+varying vec4 constantColor;
+
+attribute vec3 tangent;
+attribute vec3 binormal;
void main(void)
{
- rawpos = gl_Vertex;
- ecPosition = gl_ModelViewMatrix * gl_Vertex;
- VNormal = normalize(gl_NormalMatrix * gl_Normal);
- Normal = normalize(gl_Normal);
+ rawpos = gl_Vertex;
+ ecPosition = gl_ModelViewMatrix * rawpos;
+ Normal = normalize(gl_Normal);
+ VNormal = gl_NormalMatrix * gl_Normal;
+ VTangent = gl_NormalMatrix * tangent;
+ VBinormal = gl_NormalMatrix * binormal;
- gl_FrontColor = gl_Color;
- constantColor = gl_FrontMaterial.emission
- + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_FrontColor = gl_Color;
+ constantColor = gl_FrontMaterial.emission
+ + gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}
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