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Revert "Impostor and geometry changes for 3D clouds."

This reverts commit 242d9f6c5655ff96dbc9047a135cc62998ddfcb2.
This commit is contained in:
Stuart Buchanan 2011-12-27 23:10:11 +00:00
parent 0c4b68a884
commit bb2786ce24
3 changed files with 18 additions and 10 deletions

View file

@ -57,6 +57,10 @@
<name>usrAttr2</name> <name>usrAttr2</name>
<index>11</index> <index>11</index>
</attribute> </attribute>
<attribute>
<name>usrAttr3</name>
<index>12</index>
</attribute>
</program> </program>
<uniform> <uniform>
<name>baseTexture</name> <name>baseTexture</name>

View file

@ -6,7 +6,6 @@ void main(void)
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st); vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
vec4 finalColor = base * gl_Color; vec4 finalColor = base * gl_Color;
gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor ); gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
//gl_FragColor.a = mix(0.0, finalColor.a, fogFactor); gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);
gl_FragColor.a = finalColor.a;
} }

View file

@ -7,16 +7,21 @@ uniform float range; // From /sim/rendering/clouds3d-vis-range
attribute vec3 usrAttr1; attribute vec3 usrAttr1;
attribute vec3 usrAttr2; attribute vec3 usrAttr2;
attribute vec3 usrAttr3;
float shade_factor = usrAttr1.g; float textureIndexX = usrAttr1.r;
float cloud_height = usrAttr1.b; float textureIndexY = usrAttr1.g;
float bottom_factor = usrAttr2.r; float wScale = usrAttr1.b;
float middle_factor = usrAttr2.g; float hScale = usrAttr2.r;
float top_factor = usrAttr2.b; float shade_factor = usrAttr2.g;
float cloud_height = usrAttr2.b;
float bottom_factor = usrAttr3.r;
float middle_factor = usrAttr3.g;
float top_factor = usrAttr3.b;
void main(void) void main(void)
{ {
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); 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); vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
vec3 u = normalize(ep.xyz - l.xyz); vec3 u = normalize(ep.xyz - l.xyz);
@ -31,8 +36,8 @@ void main(void)
// scaling in the homogeneous component of pos. // scaling in the homogeneous component of pos.
gl_Position = vec4(0.0, 0.0, 0.0, 1.0); gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position.xyz = gl_Vertex.x * u; gl_Position.xyz = gl_Vertex.x * u;
gl_Position.xyz += gl_Vertex.y * r; gl_Position.xyz += gl_Vertex.y * r * wScale;
gl_Position.xyz += gl_Vertex.z * w; gl_Position.xyz += gl_Vertex.z * w * hScale;
// Apply Z scaling to allow sprites to be squashed in the z-axis // Apply Z scaling to allow sprites to be squashed in the z-axis
gl_Position.z = gl_Position.z * gl_Color.w; gl_Position.z = gl_Position.z * gl_Color.w;