#version 120 varying float fogFactor; attribute vec3 usrAttr1; attribute vec3 usrAttr2; float textureIndexX = usrAttr1.r; float textureIndexY = usrAttr1.g; float wScale = usrAttr1.b; float hScale = usrAttr2.r; float shade = usrAttr2.g; float cloud_height = usrAttr2.b; void main(void) { 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); // Find a rotation matrix that rotates 1,0,0 into u. u, r and w are // the columns of that matrix. vec3 absu = abs(u); vec3 r = normalize(vec3(-u.y, u.x, 0)); vec3 w = cross(u, r); // 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_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); // 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); // 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; 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(10.0, 100.0, fogCoord), 1 - smoothstep(15000.0, 20000.0, fogCoord)); gl_BackColor = gl_FrontColor; // Fog doesn't affect clouds as much as other objects. fogFactor = exp( -gl_Fog.density * fogCoord * 0.5); fogFactor = clamp(fogFactor, 0.0, 1.0); }