// -*-C++-*- #version 120 varying float fogFactor; float shade = 0.8; float cloud_height = 1000.0; void main(void) { gl_TexCoord[0] = gl_TextureMatrix[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 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0); vec3 u = normalize(ep.xyz - l.xyz); gl_Position = vec4(0.0, 0.0, 0.0, 1.0); gl_Position.x = gl_Vertex.x; gl_Position.y += gl_Vertex.y; gl_Position.z += gl_Vertex.z; 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 = 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); float fogCoord = abs(ecPosition.z); float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height); gl_Position = gl_ModelViewProjectionMatrix * gl_Position; // 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; // 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(100.0, 250.0, fogCoord), 1.0 - smoothstep(40000.0, 45000.0, fogCoord)); gl_BackColor = gl_FrontColor; // Fog doesn't affect rain as much as other objects. fogFactor = exp( -gl_Fog.density * fogCoord * 0.4); fogFactor = clamp(fogFactor, 0.0, 1.0); }