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update to a more recent version of the cloud shader

Author: Tim Moore <timoore@redhat.com>
This commit is contained in:
timoore 2009-11-26 16:15:45 +00:00
parent ab97ee326a
commit 8c55e1b2bc
3 changed files with 11 additions and 11 deletions

View file

@ -25,7 +25,7 @@
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.05</reference>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>

View file

@ -6,6 +6,6 @@ void main(void)
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
vec4 finalColor = base * gl_Color;
gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
gl_FragColor.a = finalColor.a;
gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);
}

View file

@ -29,14 +29,15 @@ void main(void)
// Do the matrix multiplication by [ u r w pos]. Assume no
// scaling in the homogeneous component of pos.
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position.xyz = gl_Vertex.x * u * wScale;
gl_Position.xyz += gl_Vertex.y * r * hScale;
gl_Position.xyz += gl_Vertex.z * w;
gl_Position.xyz = gl_Vertex.x * u;
gl_Position.xyz += gl_Vertex.y * r * wScale;
gl_Position.xyz += gl_Vertex.z * w * hScale;
gl_Position.xyz += gl_Color.xyz;
// 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 = clamp(dot(normalize(gl_LightSource[0].position.xyz), normalize(mat3x3(gl_ModelViewMatrix) * gl_Position.xyz)), 0.0, 1.0);
float n = dot(normalize(-gl_LightSource[0].position.xyz),
normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;
// Determine the position - used for fog and shading calculations
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
@ -46,11 +47,10 @@ void main(void)
// Final position of the sprite
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
// Limit the normal range from [0,1.0], and apply the shading (vertical factor)
n = min(smoothstep(-0.8, 0.8, n), shade * (1.0 - fract) + fract);
// This lighting normal is then used to mix between almost pure ambient (0) and diffuse (1.0) light
vec4 backlight = 0.9 * gl_LightSource[0].ambient + 0.1 * gl_LightSource[0].diffuse;
// 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
vec4 backlight = gl_LightSource[0].diffuse * shade;
gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
gl_FrontColor += gl_FrontLightModelProduct.sceneColor;