Merge branch 'master' of gitorious.org:fg/fgdata
This commit is contained in:
commit
1bce57825b
2 changed files with 8 additions and 6 deletions
|
@ -1,5 +1,6 @@
|
|||
uniform sampler2D baseTexture;
|
||||
varying float fogFactor;
|
||||
varying vec4 cloudColor;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
@ -7,7 +8,7 @@ void main(void)
|
|||
if (base.a < 0.02)
|
||||
discard;
|
||||
|
||||
vec4 finalColor = base * gl_Color;
|
||||
vec4 finalColor = base * cloudColor;
|
||||
gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
|
||||
gl_FragColor.a = finalColor.a;
|
||||
}
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#version 120
|
||||
|
||||
varying float fogFactor;
|
||||
varying vec4 cloudColor;
|
||||
|
||||
uniform float range; // From /sim/rendering/clouds3d-vis-range
|
||||
uniform float detail_range; // From /sim/rendering/clouds3d_detail-range
|
||||
|
@ -48,7 +49,7 @@ void main(void)
|
|||
// More than detail_range away, so discard all sprites on opposite side of
|
||||
// cloud center by shifting them beyond the view fustrum
|
||||
gl_Position = vec4(0.0,0.0,10.0,1.0);
|
||||
gl_FrontColor.a = 0.0;
|
||||
cloudColor = vec4(0.0);
|
||||
} else {
|
||||
// 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.
|
||||
|
@ -70,17 +71,17 @@ void main(void)
|
|||
|
||||
// Final position of the sprite
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
|
||||
gl_FrontColor = gl_LightSource[0].diffuse * shade + gl_FrontLightModelProduct.sceneColor;
|
||||
cloudColor = gl_LightSource[0].diffuse * shade + gl_FrontLightModelProduct.sceneColor;
|
||||
|
||||
if ((fogCoord > (0.9 * detail_range)) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
|
||||
// cloudlet is almost at the detail range, so fade it out.
|
||||
gl_FrontColor.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord);
|
||||
cloudColor.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord);
|
||||
} else {
|
||||
// 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(0.9 * range, range, fogCoord));
|
||||
cloudColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(0.9 * range, range, fogCoord));
|
||||
}
|
||||
|
||||
gl_BackColor = gl_FrontColor;
|
||||
//gl_BackColor = cloudColor;
|
||||
|
||||
// Fog doesn't affect clouds as much as other objects.
|
||||
fogFactor = exp( -gl_Fog.density * fogCoord * 0.5);
|
||||
|
|
Loading…
Reference in a new issue