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fgdata/Shaders/HDR/3dcloud.vert

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GLSL
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#version 330 core
out float flogz;
out vec4 ap_color;
// 3dcloud_common.vert
void cloud_common_vert(out vec4 vs_pos, out vec4 ws_pos);
// aerial_perspective.glsl
vec4 get_aerial_perspective(vec2 coord, float depth);
// logarithmic_depth.glsl
float logdepth_prepare_vs_depth(float z);
void main()
{
vec4 vs_pos, ws_pos;
cloud_common_vert(vs_pos, ws_pos);
flogz = logdepth_prepare_vs_depth(gl_Position.w);
// Perspective division and scale to [0, 1] to get the screen position
// of the vertex.
vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
ap_color = get_aerial_perspective(coord, length(vs_pos.xyz));
}