Extend visibility range of 3d clouds to /sim/rendering/clouds3d-vis-range
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2 changed files with 18 additions and 4 deletions
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@ -4,6 +4,9 @@
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<parameters>
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<texture n ="0">
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</texture>
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<range>
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<use>/sim/rendering/clouds3d-vis-range</use>
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</range>
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</parameters>
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<technique n="10">
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<predicate>
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@ -63,6 +66,11 @@
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>range</name>
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<type>float</type>
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<value><use>range</use></value>
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</uniform>
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<vertex-program-two-side>true</vertex-program-two-side>
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</pass>
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</technique>
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@ -3,6 +3,8 @@
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varying float fogFactor;
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uniform float range; // From /sim/rendering/clouds3d-vis-range
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attribute vec3 usrAttr1;
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attribute vec3 usrAttr2;
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@ -40,26 +42,30 @@ void main(void)
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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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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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normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z,0.0))));
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// Determine the position - used for fog and shading calculations
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vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
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float fogCoord = abs(ecPosition.z);
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// Determine fractional height of vertex from 0 at the bottom, and 1 at mid-height.
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// Used to determine shading.
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float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
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// Final position of the sprite
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gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
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// Determine the shading of the sprite based on its vertical position and position relative to the sun.
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// Determine the shading of the sprite based on its vertical position and position relative to the sun.
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n = min(smoothstep(-0.5, 0.0, n), fract);
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// Determine the shading based on a mixture from the backlight to the front
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// Determine the shading based on a mixture from the backlight to the front
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vec4 backlight = gl_LightSource[0].diffuse * shade;
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gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
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gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
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// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
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gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(15000.0, 20000.0, fogCoord));
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gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(range*0.8, range, fogCoord));
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gl_BackColor = gl_FrontColor;
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// Fog doesn't affect clouds as much as other objects.
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