2009-05-07 20:53:56 -04:00
										 
									 
								 
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								USING: multiline ;
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								IN: terrain.shaders
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											2009-05-10 14:45:58 -04:00
										 
									 
								 
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								STRING: sky-vertex-shader
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								uniform float sky_theta;
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								varying vec3 direction;
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								void main()
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								{
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								    vec4 v = vec4(gl_Vertex.xy, 1.0, 1.0);
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								    gl_Position = v;
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											2009-05-13 20:36:06 -04:00
										 
									 
								 
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								    vec4 p = gl_ProjectionMatrixInverse * v;
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								    p.z = -abs(p.z);
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								    float s = sin(sky_theta), c = cos(sky_theta);
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								    direction = mat3(1, 0, 0,  0, c, s,  0, -s, c)
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								        * (gl_ModelViewMatrixInverse * vec4(p.xyz, 0.0)).xyz;
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								}
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								;
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								STRING: sky-pixel-shader
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								uniform sampler2D sky;
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								uniform float sky_gradient, sky_theta;
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								const vec4 SKY_COLOR_A = vec4(0.25, 0.0, 0.5,  1.0),
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								           SKY_COLOR_B = vec4(0.6,  0.5, 0.75, 1.0);
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								varying vec3 direction;
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								void main()
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								{
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								    float t = texture2D(sky, normalize(direction.xyz).xy * 0.5 + vec2(0.5)).x + sky_gradient;
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								    gl_FragColor = mix(SKY_COLOR_A, SKY_COLOR_B, sin(6.28*t));
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								}
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								;
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											2009-05-07 20:53:56 -04:00
										 
									 
								 
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								STRING: terrain-vertex-shader
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								uniform sampler2D heightmap;
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								uniform vec4 component_scale;
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								varying vec2 heightcoords;
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								float height(sampler2D map, vec2 coords)
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								{
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								    vec4 v = texture2D(map, coords);
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								    return dot(v, component_scale);
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								}
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								void main()
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								{
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								    gl_Position = gl_ModelViewProjectionMatrix
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								        * (gl_Vertex + vec4(0, height(heightmap, gl_Vertex.xz), 0, 0));
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								    heightcoords = gl_Vertex.xz;
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								}
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								;
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								STRING: terrain-pixel-shader
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								uniform sampler2D heightmap;
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								uniform vec4 component_scale;
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								varying vec2 heightcoords;
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								float height(sampler2D map, vec2 coords)
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								{
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								    vec4 v = texture2D(map, coords);
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								    return dot(v, component_scale);
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								}
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								void main()
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								{
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								    gl_FragColor = texture2D(heightmap, heightcoords);
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								}
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								;
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