// -*-C++-*- #version 120 varying float fogFactor; uniform float range; // From /sim/rendering/clouds3d-vis-range uniform float detail_range; // From /sim/rendering/clouds3d_detail-range attribute vec3 usrAttr1; attribute vec3 usrAttr2; float shade_factor = usrAttr1.g; float cloud_height = usrAttr1.b; float bottom_factor = usrAttr2.r; float middle_factor = usrAttr2.g; float top_factor = usrAttr2.b; void main(void) { gl_TexCoord[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 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, 0.0)); 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; gl_Position.xyz += gl_Vertex.z * w; // Apply Z scaling to allow sprites to be squashed in the z-axis gl_Position.z = gl_Position.z * gl_Color.w; // Now shift the sprite to the correct position in the cloud. gl_Position.xyz += gl_Color.xyz; // Determine the position - used for fog and shading calculations float fogCoord = length(vec3(gl_ModelViewMatrix * vec4(gl_Color.x, gl_Color.y, gl_Color.z, 1.0))); float center_dist = length(vec3(gl_ModelViewMatrix * vec4(0.0,0.0,0.0,1.0))); if ((fogCoord > detail_range) && (fogCoord > center_dist)) { // More than detail_range away, so discard all sprites on opposite side of // cloud center by shifting them beyond the view fustrum gl_Position = vec4(0.0,0.0,10.0,1.0); gl_FrontColor.a = 0.0; } else { // 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(vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z, 0.0)))); // Determine the shading of the vertex. We shade it based on it's position // in the cloud relative to the sun, and it's vertical position in the cloud. float shade = mix(shade_factor, top_factor, smoothstep(-0.3, 0.3, n)); //if (n < 0) { // shade = mix(top_factor, shade_factor, abs(n)); //} if (gl_Position.z < 0.5 * cloud_height) { shade = min(shade, mix(bottom_factor, middle_factor, gl_Position.z * 2.0 / cloud_height)); } else { shade = min(shade, mix(middle_factor, top_factor, gl_Position.z * 2.0 / cloud_height - 1.0)); } // Final position of the sprite gl_Position = gl_ModelViewProjectionMatrix * gl_Position; gl_FrontColor = gl_LightSource[0].diffuse * shade + gl_FrontLightModelProduct.sceneColor; if ((fogCoord > (0.9 * detail_range)) && (fogCoord > center_dist)) { // cloudlet is almost at the detail range, so fade it out. gl_FrontColor.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord); } else { // 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), 1.0 - smoothstep(0.9 * range, range, 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); } }