ALS bird shader
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166
Effects/birdswarm.eff
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166
Effects/birdswarm.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/birdswarm</name>
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<parameters>
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<texture n="0">
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<image>Models/Effects/birds_in_flight.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<color_base_r type="float">0.9</color_base_r>
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<color_base_g type="float">0.8</color_base_g>
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<color_base_b type="float">0.82</color_base_b>
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<color_alt_r type="float">0.7</color_alt_r>
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<color_alt_g type="float">0.3</color_alt_g>
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<color_alt_b type="float">0.25</color_alt_b>
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
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<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<scattering><use>/rendering/scene/scattering</use></scattering>
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</parameters>
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<technique n="4">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<active><use>material/active</use></active>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode><use>material/color-mode</use></color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<render-bin>
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<bin-number>111</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<type><use>texture[0]/type</use></type>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<vertex-program-two-side>false</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/birds-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/birds-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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</program>
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<uniform>
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<name>color_base_r</name>
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<type>float</type>
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<value><use>color_base_r</use></value>
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</uniform>
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<uniform>
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<name>color_base_g</name>
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<type>float</type>
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<value><use>color_base_g</use></value>
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</uniform>
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<uniform>
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<name>color_base_b</name>
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<type>float</type>
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<value><use>color_base_b</use></value>
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</uniform>
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<uniform>
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<name>color_alt_r</name>
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<type>float</type>
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<value><use>color_alt_r</use></value>
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</uniform>
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<uniform>
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<name>color_alt_g</name>
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<type>float</type>
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<value><use>color_alt_g</use></value>
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</uniform>
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<uniform>
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<name>color_alt_b</name>
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<type>float</type>
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<value><use>color_alt_b</use></value>
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</uniform>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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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>texture</name>
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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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</pass>
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</technique>
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</PropertyList>
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22
Models/Effects/Birds/birds.ac
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Models/Effects/Birds/birds.ac
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AC3Db
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MATERIAL "DefaultWhite" rgb 1.0000 1.0000 1.0000 amb 0.2000 0.2000 0.2000 emis 0.0000 0.0000 0.0000 spec 0.5000 0.5000 0.5000 shi 10 trans 0.0000
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MATERIAL "DefaultWhite" rgb 1.0000 1.0000 1.0000 amb 0.2000 0.2000 0.2000 emis 0.0000 0.0000 0.0000 spec 0.0250 0.0250 0.0250 shi 50 trans 0.1000
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OBJECT world
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name "Blender_export__birds1.ac"
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kids 1
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OBJECT poly
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name "birds1"
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numvert 4
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-0.0000019 -1.0000000 -1.0000000
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-0.0000005 1.0000000 -1.0000000
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0.0000005 -1.0000000 1.0000000
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0.0000019 1.0000000 1.0000000
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numsurf 1
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SURF 0X20
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mat 1
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refs 4
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1 0 0
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0 0 0
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2 0 0
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3 0 0
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kids 0
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BIN
Models/Effects/Birds/birds_in_flight.png
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BIN
Models/Effects/Birds/birds_in_flight.png
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Binary file not shown.
After Width: | Height: | Size: 34 KiB |
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Models/Effects/Birds/birdswarm.ac
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Models/Effects/Birds/birdswarm.ac
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AC3Db
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MATERIAL "DefaultWhite" rgb 1.0000 1.0000 1.0000 amb 0.2000 0.2000 0.2000 emis 0.0000 0.0000 0.0000 spec 0.5000 0.5000 0.5000 shi 10 trans 1.0000
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MATERIAL "DefaultWhite" rgb 1.0000 1.0000 1.0000 amb 0.2000 0.2000 0.2000 emis 0.0000 0.0000 0.0000 spec 0.0250 0.0250 0.0250 shi 50 trans 1.0000
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OBJECT world
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name "Blender_export__procedural_light.ac"
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kids 1
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OBJECT poly
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name "birdswarm"
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numvert 4
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-0.0000019 -1.0000000 -1.0000000
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-0.0000005 1.0000000 -1.0000000
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0.0000005 -1.0000000 1.0000000
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0.0000019 1.0000000 1.0000000
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numsurf 1
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SURF 0X20
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mat 1
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refs 4
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1 0 0
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0 0 0
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2 0 0
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3 0 0
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kids 0
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Models/Effects/Birds/birdswarm.xml
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Models/Effects/Birds/birdswarm.xml
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<?xml version="1.0"?>
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<PropertyList>
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<model>
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<path>birdswarm1.xml</path>
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</model>
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<model>
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<path>birdswarm2.xml</path>
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</model>
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<model>
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<path>birdswarm3.xml</path>
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</model>
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<model>
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<path>birdswarm4.xml</path>
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</model>
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</PropertyList>
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25
Models/Effects/Birds/birdswarm1.xml
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Models/Effects/Birds/birdswarm1.xml
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<?xml version="1.0"?>
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<PropertyList>
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<path>birds.ac</path>
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<offsets>
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<x-m> 0 </x-m>
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<y-m> 0 </y-m>
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<z-m> 200.0 </z-m>
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</offsets>
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<animation>
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<object-name>birds1</object-name>
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<type>scale</type>
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<x-offset>50.0</x-offset>
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<y-offset>50.0</y-offset>
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<z-offset>50.0</z-offset>
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</animation>
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<effect>
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<inherits-from>Effects/birdswarm</inherits-from>
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<object-name>birds1</object-name>
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</effect>
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</PropertyList>
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28
Models/Effects/Birds/birdswarm2.xml
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Models/Effects/Birds/birdswarm2.xml
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<?xml version="1.0"?>
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<PropertyList>
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<path>birds.ac</path>
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<offsets>
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<x-m> 40 </x-m>
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<y-m> 20 </y-m>
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<z-m> 200.0 </z-m>
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</offsets>
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<animation>
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<object-name>birds1</object-name>
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<type>scale</type>
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<x-offset>50.0</x-offset>
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<y-offset>50.0</y-offset>
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<z-offset>50.0</z-offset>
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</animation>
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<effect>
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<inherits-from>Effects/birdswarm</inherits-from>
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<object-name>birds1</object-name>
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</effect>
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</PropertyList>
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25
Models/Effects/Birds/birdswarm3.xml
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Models/Effects/Birds/birdswarm3.xml
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<?xml version="1.0"?>
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<PropertyList>
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<path>birds.ac</path>
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<offsets>
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<x-m> 60 </x-m>
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<y-m> 5 </y-m>
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<z-m> 190.0 </z-m>
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</offsets>
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<animation>
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<object-name>birds1</object-name>
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<type>scale</type>
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<x-offset>50.0</x-offset>
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<y-offset>50.0</y-offset>
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<z-offset>50.0</z-offset>
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</animation>
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<effect>
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<inherits-from>Effects/birdswarm</inherits-from>
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<object-name>birds1</object-name>
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</effect>
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</PropertyList>
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Models/Effects/Birds/birdswarm4.xml
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Models/Effects/Birds/birdswarm4.xml
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<?xml version="1.0"?>
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<PropertyList>
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<path>birds.ac</path>
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<offsets>
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<x-m> 85 </x-m>
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<y-m> -30 </y-m>
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<z-m> 210.0 </z-m>
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</offsets>
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<animation>
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<object-name>birds1</object-name>
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<type>scale</type>
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<x-offset>50.0</x-offset>
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<y-offset>50.0</y-offset>
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<z-offset>50.0</z-offset>
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</animation>
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<effect>
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<inherits-from>Effects/birdswarm</inherits-from>
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<object-name>birds1</object-name>
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</effect>
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</PropertyList>
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206
Shaders/birds-ALS.frag
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Shaders/birds-ALS.frag
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// -*-C++-*-
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uniform sampler2D texture;
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uniform float color_base_r;
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uniform float color_base_g;
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uniform float color_base_b;
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uniform float color_alt_r;
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uniform float color_alt_g;
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uniform float color_alt_b;
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uniform float visibility;
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uniform float avisibility;
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uniform float hazeLayerAltitude;
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uniform float eye_alt;
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uniform float terminator;
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uniform float scattering;
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uniform float osg_SimulationTime;
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varying vec3 vertex;
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varying vec3 relPos;
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varying vec3 normal;
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const float terminator_width = 200000.0;
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float Noise2D(in vec2 coord, in float wavelength);
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float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand);
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float fog_func (in float targ, in float alt);
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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//x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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void main()
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{
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float noise = 0.0;
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vec3 color_base = vec3 (color_base_r, color_base_g, color_base_b);
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vec3 color_alt = vec3 (color_alt_r, color_alt_g, color_alt_b);
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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vec3 viewDir = normalize(relPos);
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vec2 lookup_coords = vertex.yz;
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lookup_coords.x += 0.03* osg_SimulationTime;
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float domain_size = 0.05;
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float r = length(vertex);
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float domain_noise = VoronoiNoise2D(lookup_coords, domain_size, 0.0, 0.0);
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domain_noise = domain_noise * (1.0- smoothstep(0.5, 1.0, r));
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if (domain_noise < 0.9) {discard;}
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// fogging
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float dist = length(relPos);
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float delta_z = hazeLayerAltitude - eye_alt;
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float transmission;
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float vAltitude;
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float delta_zv;
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float H;
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float distance_in_layer;
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float transmission_arg;
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// angle with horizon
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float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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if (delta_z > 0.0) // we're inside the layer
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{
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if (ct < 0.0) // we look down
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{
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distance_in_layer = dist;
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vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
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delta_zv = delta_z - vAltitude;
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}
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else // we may look through upper layer edge
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{
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H = dist * ct;
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if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
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else {distance_in_layer = dist;}
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vAltitude = min(distance_in_layer,visibility) * ct;
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delta_zv = delta_z - vAltitude;
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}
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}
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else // we see the layer from above, delta_z < 0.0
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{
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H = dist * -ct;
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if (H < (-delta_z))
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{
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distance_in_layer = 0.0;
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delta_zv = 0.0;
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}
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else
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{
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vAltitude = H + delta_z;
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distance_in_layer = vAltitude/H * dist;
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vAltitude = min(distance_in_layer,visibility) * (-ct);
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delta_zv = vAltitude;
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}
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}
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||||
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||||
|
||||
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||||
if (visibility < avisibility)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
||||
}
|
||||
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg, 0.0);
|
||||
float lightArg = terminator/100000.0;
|
||||
float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, 0.0)) + 0.4;
|
||||
|
||||
vec4 light_diffuse;
|
||||
|
||||
|
||||
light_diffuse.b = light_func(lightArg , 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0);
|
||||
light_diffuse.g = light_func(lightArg , 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
light_diffuse.a = 1.0;
|
||||
|
||||
light_diffuse *=scattering;
|
||||
|
||||
|
||||
float intensity = length(light_diffuse.rgb);
|
||||
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
|
||||
|
||||
|
||||
vec4 domainTexel;
|
||||
|
||||
|
||||
if (domain_noise > 0.9) {domainTexel = vec4 (1.0, 1.0, 1.0, 1.0);}
|
||||
else {domainTexel = vec4 (0.0, 0.0, 0.0, 0.0);}
|
||||
|
||||
|
||||
|
||||
vec2 coords_raw = lookup_coords/domain_size;
|
||||
coords_raw += vec2(0.5,0.5);
|
||||
float coord_int_x = coords_raw.x - fract(coords_raw.x) ;
|
||||
float coord_int_y = coords_raw.y - fract(coords_raw.y) ;
|
||||
|
||||
vec2 domain_coords = vec2 (coords_raw.x - coord_int_x, coords_raw.y - coord_int_y);
|
||||
|
||||
float domain_x = coords_raw.x - coord_int_x;
|
||||
|
||||
domain_coords.y = clamp(domain_coords.y, 0.05, 0.95);
|
||||
|
||||
domain_coords.x *=0.25;
|
||||
|
||||
float shape_select = 0.0;
|
||||
|
||||
if (domain_noise > 0.975) {shape_select = 0.25;}
|
||||
else if (domain_noise > 0.95) {shape_select = 0.5;}
|
||||
else if (domain_noise > 0.925) {shape_select = 0.75;}
|
||||
|
||||
float t_fact = fract(osg_SimulationTime);
|
||||
|
||||
if (t_fact > 0.75) {shape_select +=0.75;}
|
||||
else if (t_fact > 0.5) {shape_select +=0.5;}
|
||||
else if (t_fact > 0.25) {shape_select +=0.25;}
|
||||
|
||||
|
||||
domain_coords.x += shape_select;
|
||||
|
||||
vec4 shapeTexel = texture2D(texture, domain_coords);
|
||||
|
||||
color_base.rgb = mix(color_alt.rgb, color_base.rgb, length(shapeTexel.rgb)/1.73);
|
||||
|
||||
if ((domain_coords.y < 0.1) || (domain_coords.y > 0.9)) {shapeTexel.a = 0.0;}
|
||||
if ((domain_x < 0.1) || (domain_x > 0.9)) {shapeTexel.a = 0.0;}
|
||||
|
||||
domainTexel.rgb *= color_base.rgb;
|
||||
|
||||
vec4 birdTexel;
|
||||
birdTexel.rgb = domainTexel.rgb * light_diffuse;
|
||||
birdTexel.a = domainTexel.a * shapeTexel.a * transmission;
|
||||
|
||||
|
||||
gl_FragColor = birdTexel;
|
||||
|
||||
|
||||
}
|
48
Shaders/birds-ALS.vert
Normal file
48
Shaders/birds-ALS.vert
Normal file
|
@ -0,0 +1,48 @@
|
|||
// -*-C++-*-
|
||||
|
||||
#version 120
|
||||
|
||||
|
||||
|
||||
|
||||
varying vec3 vertex;
|
||||
varying vec3 relPos;
|
||||
varying vec3 normal;
|
||||
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
|
||||
|
||||
vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
|
||||
vec3 u = normalize(ep.xyz - l.xyz);
|
||||
|
||||
vec3 absu = abs(u);
|
||||
vec3 r = normalize(vec3(-u.y, u.x, 0.0));
|
||||
vec3 w = cross(u, r);
|
||||
|
||||
vertex = gl_Vertex.xyz;
|
||||
relPos = vertex - ep.xyz;
|
||||
normal = gl_NormalMatrix * gl_Normal;
|
||||
|
||||
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
gl_Position.xyz = gl_Vertex.x * u;
|
||||
gl_Position.xyz += gl_Vertex.y * r;
|
||||
gl_Position.xyz += gl_Vertex.z * w;
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
|
||||
|
||||
//vec4 offset = gl_ModelViewProjectionMatrix * vec4 (0.05* osg_SimulationTime, 0.0, 0.0, 1.0);
|
||||
|
||||
//gl_Position +=offset;
|
||||
|
||||
//gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
gl_FrontColor = vec4 (1.0,1.0,1.0,1.0);
|
||||
gl_BackColor = gl_FrontColor;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in a new issue