CVS: data/Shaders urban.frag,1.8,1.9
Frederic Bouvier <[email protected]> Sat, 10 Apr 2010 12:35:02 -0500
| 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-serv21789/Shaders Modified Files: urban.frag Log Message: Add snow to urban shader Index: urban.frag =================================================================== RCS file: /var/cvs/FlightGear-0.9/data/Shaders/urban.frag,v retrieving revision 1.8 retrieving revision 1.9 diff -u -r1.8 -r1.9 --- urban.frag 10 Apr 2010 15:11:05 -0000 1.8 +++ urban.frag 10 Apr 2010 17:33:16 -0000 1.9 @@ -13,13 +13,16 @@ varying vec3 Normal; varying vec4 constantColor; +uniform sampler3D NoiseTex; uniform sampler2D BaseTex; uniform sampler2D NormalTex; uniform float depth_factor; uniform float tile_size; uniform float quality_level; // From /sim/rendering/quality-level +uniform float snowlevel; // From /sim/rendering/snow-level-m uniform vec3 night_color; +const float scale = 1.0; int linear_search_steps = 10; float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) @@ -73,6 +76,7 @@ float emis = N.z; N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy))); + float Nz = N.z; N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); vec3 l = gl_LightSource[0].position.xyz; @@ -100,14 +104,32 @@ emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2) -0.2; ambient_light += (emission_factor * vec4(night_color, 0.0)); - vec4 finalColor = texture2D(BaseTex, uv) * ambient_light; - float fogFactor; float fogCoord = ecPos3.z / (1.0 + smoothstep(0.3, 0.7, emission_factor)); const float LOG2 = 1.442695; fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); fogFactor = clamp(fogFactor, 0.0, 1.0); + vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale); + vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale); + + 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, fogFactor); + + vec4 finalColor = texture2D(BaseTex, uv); + finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), + step(0.8,Nz)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0)); + finalColor *= ambient_light; + if (gl_Fog.density == 1.0) fogFactor=1.0; ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev