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MGE XE-like stomping
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1 changed files with 9 additions and 0 deletions
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@ -61,11 +61,20 @@ vec2 groundcoverDisplacement(in vec3 worldpos, float h)
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harmonics += vec2((1.0 + 0.14*v) * sin(3.0*osg_SimulationTime + worldpos.xy / 500.0));
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harmonics += vec2((1.0 + 0.14*v) * sin(3.0*osg_SimulationTime + worldpos.xy / 500.0));
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harmonics += vec2((1.0 + 0.28*v) * sin(5.0*osg_SimulationTime + worldpos.xy / 200.0));
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harmonics += vec2((1.0 + 0.28*v) * sin(5.0*osg_SimulationTime + worldpos.xy / 200.0));
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#if 0
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// akortunov's height adjustment
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float d = length(worldpos - footPos.xyz);
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float d = length(worldpos - footPos.xyz);
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#else
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float d = length(worldpos.xy - footPos.xy);
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#endif
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vec2 stomp = vec2(0.0);
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vec2 stomp = vec2(0.0);
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if (d < 150.0 && d > 0.0)
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if (d < 150.0 && d > 0.0)
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stomp = (60.0 / d - 0.4) * (worldpos.xy - footPos.xy);
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stomp = (60.0 / d - 0.4) * (worldpos.xy - footPos.xy);
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#if 1
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stomp *= clamp((worldpos.z - footPos.z) / h, 0.0, 1.0);
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#endif
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return clamp(0.02 * h, 0.0, 1.0) * (harmonics * displace + stomp);
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return clamp(0.02 * h, 0.0, 1.0) * (harmonics * displace + stomp);
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}
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}
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