// -*-C++-*- #version 120 varying float fogFactor; //attribute vec3 usrAttr3; //attribute vec3 usrAttr4; //float textureIndexX = usrAttr3.r; //float textureIndexY = usrAttr3.g; //float wScale = usrAttr3.b; //float hScale = usrAttr4.r; //float shade = usrAttr4.g; //float cloud_height = usrAttr4.b; //float shade = usrAttr3.r; //float cloud_height = usrAttr3.g; //float scale = usrAttr3.b; float shading; float shade = 0.3; float cloud_height = 1000.0; float scale = 0.5; void main(void) { //shade = 0.1 * shade; //scale = 0.1 * scale; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; 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 view = normalize(ep.xyz - l.xyz); vec4 posh = gl_ModelViewMatrixInverse * normalize(vec4(gl_Vertex.x,gl_Vertex.y,gl_Vertex.z,1.0)); vec3 pos = normalize(ep.xyz - posh.xyz); mat4 sprime = mat4(1.0,0.0,0.0,0.0,0.0,0.5,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0); mat4 scale = gl_ModelViewMatrix * sprime * gl_ModelViewMatrixInverse; float dist = sqrt(gl_Vertex.x * gl_Vertex.x + gl_Vertex.y * gl_Vertex.y + gl_Vertex.z * gl_Vertex.z); //vec3 u = normalize(smoothstep(500.0, 1500.0, dist) * pos + (1.0 - smoothstep(500.0, 1500.0, dist)) * view); //vec3 u = normalize(mix(pos, view, smoothstep(500.0,1500.0,dist))); vec3 u = view; // 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; gl_Position.xyz += gl_Vertex.y * r * 1.0; gl_Position.xyz += gl_Vertex.z * w * scale; //gl_Position.xyz += gl_Vertex.y * r * wScale; //gl_Position.xyz += gl_Vertex.z * w * hScale; 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); // Final position of the sprite 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(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 * 0.2); fogFactor = clamp(fogFactor, 0.0, 1.0); }