1
0
Fork 0
fgdata/Compositor/Shaders/Default/clouds-thin.vert

73 lines
2.7 KiB
GLSL
Raw Normal View History

// -*-C++-*-
#version 120
varying float fogFactor;
//attribute vec3 usrAttr3;
//attribute vec3 usrAttr4;
//float textureIndexX = usrAttr3.r;
//float textureIndexY = usrAttr3.g;
//float wScale = usrAttr3.b;
//float hScale = usrAttr4.r;
//float shade = usrAttr4.g;
//float cloud_height = usrAttr4.b;
void main(void)
{
float shade = 0.8;
float cloud_height = 1000.0;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
//gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
vec3 u = normalize(ep.xyz - l.xyz);
// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
// the columns of that matrix.
vec3 absu = abs(u);
vec3 r = normalize(vec3(-u.y, u.x, 0.0));
vec3 w = cross(u, r);
// Do the matrix multiplication by [ u r w pos]. Assume no
// scaling in the homogeneous component of pos.
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position.xyz = gl_Vertex.x * u;
gl_Position.xyz += gl_Vertex.y * r * 0.35;
gl_Position.xyz += gl_Vertex.z * w * 0.35;
//gl_Position.xyz += gl_Vertex.y * r * wScale;
//gl_Position.xyz += gl_Vertex.z * w * hScale;
gl_Position.xyz += gl_Color.xyz;
// Determine a lighting normal based on the vertex position from the
// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
float n = dot(normalize(-gl_LightSource[0].position.xyz),
normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;
// Determine the position - used for fog and shading calculations
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
float fogCoord = abs(ecPosition.z);
float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
// Final position of the sprite
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
// Determine the shading of the sprite based on its vertical position and position relative to the sun.
n = min(smoothstep(-0.5, 0.0, n), fract);
// Determine the shading based on a mixture from the backlight to the front
vec4 backlight = gl_LightSource[0].diffuse * shade;
gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(40000.0, 45000.0, fogCoord));
gl_BackColor = gl_FrontColor;
// Fog doesn't affect clouds as much as other objects.
fogFactor = exp( -gl_Fog.density * fogCoord * 0.2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
}