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fgdata/Compositor/Shaders/Default/cloud-static.vert

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GLSL
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// -*-C++-*-
#version 120
varying float fogFactor;
float shade = 0.8;
float cloud_height = 1000.0;
void main(void)
{
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);
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position.x = gl_Vertex.x;
gl_Position.y += gl_Vertex.y;
gl_Position.z += gl_Vertex.z;
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);
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(100.0, 250.0, fogCoord), 1.0 - smoothstep(70000.0, 75000.0, fogCoord));
gl_BackColor = gl_FrontColor;
// Fog doesn't affect rain as much as other objects.
fogFactor = exp( -gl_Fog.density * fogCoord * 0.4);
fogFactor = clamp(fogFactor, 0.0, 1.0);
}