From 50e433afca801b5a8250e9067216f004a9859243 Mon Sep 17 00:00:00 2001 From: samuncle Date: Sun, 15 Apr 2018 09:37:55 +0200 Subject: [PATCH] Add shader specialized for roads, still some stuff to be tuned --- data/shaders/sp_road_blending.frag | 90 ++++++++++++++++++++++++++++ data/shaders/sps_12_roadBlending.xml | 17 ++++++ 2 files changed, 107 insertions(+) create mode 100644 data/shaders/sp_road_blending.frag create mode 100644 data/shaders/sps_12_roadBlending.xml diff --git a/data/shaders/sp_road_blending.frag b/data/shaders/sp_road_blending.frag new file mode 100644 index 000000000..d6715dde6 --- /dev/null +++ b/data/shaders/sp_road_blending.frag @@ -0,0 +1,90 @@ +in vec3 bitangent; +in vec4 color; +in float hue_change; +in vec3 normal; +in vec3 tangent; +in vec2 uv; +in vec4 world_position; +in float camdist; + +layout(location = 0) out vec4 o_diffuse_color; +layout(location = 1) out vec4 o_normal_color; + +#stk_include "utils/encode_normal.frag" +#stk_include "utils/rgb_conversion.frag" +#stk_include "utils/sp_texture_sampling.frag" + +void main() +{ + vec2 uuv = vec2(world_position.x, world_position.z); + uuv *= 0.2; + vec4 col = multi_sampleTextureLayer0(uv, camdist); + + float mask = sampleTextureLayer4(uuv * 2.0).r; + + //* (1.0 - color.g) + mask = mix(1.0, mask, color.r); + mask = mix(0.0, mask, 1.0 - color.g); + if(mask < 0.5) + { + discard; + } + + // Adding some skidding marks to the road + float mask_2 = sampleTextureLayer4(uuv * 0.1).r; + float mask_3 = sampleTextureLayer4(uuv * 3.5).r; + mask_2 = pow(mask_2, 1.5); + mask_2 *= pow(mask_3, 0.5); + + float skidding_marks = sampleTextureLayer5(uv * 10).g; + skidding_marks *= mask_2; + col = mix(col, vec4(0.0, 0.0, 0.0, 1.0), skidding_marks); + + float skidding_marks_2 = sampleTextureLayer5(uv * 15).g; + skidding_marks_2 *= mask_2; + col = mix(col, vec4(0.0, 0.0, 0.0, 1.0), skidding_marks_2); + + // Add some cracks + float cracks_marks = sampleTextureLayer5(uv * 11).b; + float crack_mask = sampleTextureLayer4(uuv * 0.5).r; + cracks_marks *= crack_mask; + col = mix(col, vec4(0.0, 0.0, 0.0, 1.0), cracks_marks); + + if (hue_change > 0.0) + { + float mask = col.a; + vec3 old_hsv = rgbToHsv(col.rgb); + float mask_step = step(mask, 0.5); +#if !defined(Advanced_Lighting_Enabled) + // For similar color + float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2) +#else + float saturation = mask * 2.5; +#endif + vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(hue_change, + max(old_hsv.y, saturation)), vec2(mask_step, mask_step)); + vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z)); + col = vec4(new_color.r, new_color.g, new_color.b, 1.0); + } + + vec3 final_color = col.xyz; // * color.xyz; + +#if defined(Advanced_Lighting_Enabled) + vec4 layer_2 = multi_sampleTextureLayer2(uv, camdist); + vec4 layer_3 = multi_sampleTextureLayer3(uv, camdist); + o_diffuse_color = vec4(final_color, layer_2.z); + + vec3 tangent_space_normal = 2.0 * layer_3.xyz - 1.0; + vec3 frag_tangent = normalize(tangent); + vec3 frag_bitangent = normalize(bitangent); + vec3 frag_normal = normalize(normal); + mat3 t_b_n = mat3(frag_tangent, frag_bitangent, frag_normal); + + vec3 world_normal = t_b_n * tangent_space_normal; + + o_normal_color.xy = 0.5 * EncodeNormal(normalize(world_normal)) + 0.5; + o_normal_color.zw = layer_2.xy; +#else + o_diffuse_color = vec4(final_color, 1.0); +#endif +} diff --git a/data/shaders/sps_12_roadBlending.xml b/data/shaders/sps_12_roadBlending.xml new file mode 100644 index 000000000..9bb29db6d --- /dev/null +++ b/data/shaders/sps_12_roadBlending.xml @@ -0,0 +1,17 @@ + + + + + +