Merge branch 'master' of gitorious.org:fg/fgdata
This commit is contained in:
commit
ba504a2d81
2 changed files with 8 additions and 6 deletions
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@ -1,5 +1,6 @@
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uniform sampler2D baseTexture;
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uniform sampler2D baseTexture;
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varying float fogFactor;
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varying float fogFactor;
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varying vec4 cloudColor;
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void main(void)
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void main(void)
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{
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{
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@ -7,7 +8,7 @@ void main(void)
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if (base.a < 0.02)
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if (base.a < 0.02)
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discard;
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discard;
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vec4 finalColor = base * gl_Color;
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vec4 finalColor = base * cloudColor;
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gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
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gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
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gl_FragColor.a = finalColor.a;
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gl_FragColor.a = finalColor.a;
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}
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}
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@ -2,6 +2,7 @@
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#version 120
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#version 120
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varying float fogFactor;
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varying float fogFactor;
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varying vec4 cloudColor;
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uniform float range; // From /sim/rendering/clouds3d-vis-range
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uniform float range; // From /sim/rendering/clouds3d-vis-range
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uniform float detail_range; // From /sim/rendering/clouds3d_detail-range
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uniform float detail_range; // From /sim/rendering/clouds3d_detail-range
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@ -48,7 +49,7 @@ void main(void)
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// More than detail_range away, so discard all sprites on opposite side of
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// More than detail_range away, so discard all sprites on opposite side of
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// cloud center by shifting them beyond the view fustrum
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// cloud center by shifting them beyond the view fustrum
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gl_Position = vec4(0.0,0.0,10.0,1.0);
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gl_Position = vec4(0.0,0.0,10.0,1.0);
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gl_FrontColor.a = 0.0;
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cloudColor = vec4(0.0);
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} else {
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} else {
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// Determine a lighting normal based on the vertex position from the
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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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// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
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@ -70,17 +71,17 @@ void main(void)
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// Final position of the sprite
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// Final position of the sprite
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gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
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gl_FrontColor = gl_LightSource[0].diffuse * shade + gl_FrontLightModelProduct.sceneColor;
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cloudColor = gl_LightSource[0].diffuse * shade + gl_FrontLightModelProduct.sceneColor;
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if ((fogCoord > (0.9 * detail_range)) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
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if ((fogCoord > (0.9 * detail_range)) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
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// cloudlet is almost at the detail range, so fade it out.
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// cloudlet is almost at the detail range, so fade it out.
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gl_FrontColor.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord);
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cloudColor.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord);
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} else {
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} else {
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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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// 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(0.9 * range, range, fogCoord));
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cloudColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(0.9 * range, range, fogCoord));
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}
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}
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gl_BackColor = gl_FrontColor;
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//gl_BackColor = cloudColor;
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// Fog doesn't affect clouds as much as other objects.
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// Fog doesn't affect clouds as much as other objects.
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fogFactor = exp( -gl_Fog.density * fogCoord * 0.5);
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fogFactor = exp( -gl_Fog.density * fogCoord * 0.5);
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