Support z-scaling in the 3d clouds- shader parts.
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1 changed files with 3 additions and 5 deletions
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@ -33,14 +33,12 @@ void main(void)
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gl_Position.xyz += gl_Vertex.y * r * wScale;
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gl_Position.xyz += gl_Vertex.z * w * hScale;
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gl_Position.xyz += gl_Color.xyz;
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// Apply Z scaling to allow sprites to be squashed in the z-axis
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gl_Position.z = gl_Position.z * gl_Color.w;
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// Determine a lighting normal based on the vertex position from the
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// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
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// fix flickering of 3d clouds on some macs
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// http://code.google.com/p/flightgear-bugs/issues/detail?id=123
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// float n = dot(normalize(-gl_LightSource[0].position.xyz),
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// normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;
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float n = dot(normalize(-gl_LightSource[0].position.xyz),
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normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.xyz,0.0))));
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