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Add rotation of trees, and fix issue 825

This commit is contained in:
Stuart Buchanan 2012-07-31 21:44:38 +01:00
parent e67d04ead9
commit 0e14a09698
2 changed files with 12 additions and 8 deletions

View file

@ -15,11 +15,13 @@ void main() {
// Position and scaling
vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
float sr = sin(gl_FogCoord);
float cr = cos(gl_FogCoord);
float sr = sin(gl_FogCoord + gl_Color.x);
float cr = cos(gl_FogCoord + gl_Color.x);
// Rotation of the generic quad to specific one for the tree.
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
// Move to correct location (stored in gl_Color)
position = position + gl_Color.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);

View file

@ -28,9 +28,6 @@ varying float earthShade;
varying float yprime_alt;
varying float mie_angle;
uniform int colorMode;
uniform float hazeLayerAltitude;
uniform float terminator;
@ -41,7 +38,6 @@ uniform float overcast;
//uniform float scattering;
uniform float ground_scattering;
// This is the value used in the skydome scattering shader - use the same here for consistency?
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
@ -75,8 +71,12 @@ void main()
float numVarieties = gl_Normal.z;
float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
float sr = sin(gl_FogCoord);
float cr = cos(gl_FogCoord);
// Determine the rotation for the tree. The Fog Coordinate provides rotation information
// to rotate one of the quands by 90 degrees. We then apply an additional position seed
// so that trees aren't all oriented N/S
float sr = sin(gl_FogCoord + gl_Color.x);
float cr = cos(gl_FogCoord + gl_Color.x);
gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
// scaling
@ -84,6 +84,8 @@ void main()
// Rotation of the generic quad to specific one for the tree.
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
// Move to correct location (stored in gl_Color)
position = position + gl_Color.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);