diff --git a/Effects/cloud.eff b/Effects/cloud.eff index bb6d3c31e..8ac147507 100644 --- a/Effects/cloud.eff +++ b/Effects/cloud.eff @@ -4,6 +4,9 @@ + + /sim/rendering/clouds3d-vis-range + @@ -63,6 +66,11 @@ sampler-2d 0 + + range + float + range + true diff --git a/Shaders/3dcloud.vert b/Shaders/3dcloud.vert index 6caaf7134..e69a4b7c5 100644 --- a/Shaders/3dcloud.vert +++ b/Shaders/3dcloud.vert @@ -3,6 +3,8 @@ varying float fogFactor; +uniform float range; // From /sim/rendering/clouds3d-vis-range + attribute vec3 usrAttr1; attribute vec3 usrAttr2; @@ -40,26 +42,30 @@ void main(void) // 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(vec3(gl_ModelViewMatrix * vec4(- gl_Position.xyz,0.0)))); + normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z,0.0)))); // Determine the position - used for fog and shading calculations vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position); float fogCoord = abs(ecPosition.z); + + // Determine fractional height of vertex from 0 at the bottom, and 1 at mid-height. + // Used to determine shading. float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height); // Final position of the sprite gl_Position = gl_ModelViewProjectionMatrix * gl_Position; -// Determine the shading of the sprite based on its vertical position and position relative to the sun. + // 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 + + // 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(10.0, 100.0, fogCoord), 1.0 - smoothstep(15000.0, 20000.0, fogCoord)); + gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(range*0.8, range, fogCoord)); gl_BackColor = gl_FrontColor; // Fog doesn't affect clouds as much as other objects.