09062b72a9
AMD/ATI compiler requires proper float values for conditions/expressions.
91 lines
3.4 KiB
GLSL
91 lines
3.4 KiB
GLSL
// -*-C++-*-
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#version 120
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varying float fogFactor;
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//attribute vec3 usrAttr3;
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//attribute vec3 usrAttr4;
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//float textureIndexX = usrAttr3.r;
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//float textureIndexY = usrAttr3.g;
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//float wScale = usrAttr3.b;
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//float hScale = usrAttr4.r;
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//float shade = usrAttr4.g;
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//float cloud_height = usrAttr4.b;
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//float shade = usrAttr3.r;
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//float cloud_height = usrAttr3.g;
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//float scale = usrAttr3.b;
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float shading;
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float shade = 0.3;
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float cloud_height = 1000.0;
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float scale = 0.5;
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void main(void)
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{
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//shade = 0.1 * shade;
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//scale = 0.1 * scale;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
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vec3 view = normalize(ep.xyz - l.xyz);
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vec4 posh = gl_ModelViewMatrixInverse * normalize(vec4(gl_Vertex.x,gl_Vertex.y,gl_Vertex.z,1.0));
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vec3 pos = normalize(ep.xyz - posh.xyz);
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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);
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mat4 scale = gl_ModelViewMatrix * sprime * gl_ModelViewMatrixInverse;
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float dist = sqrt(gl_Vertex.x * gl_Vertex.x + gl_Vertex.y * gl_Vertex.y + gl_Vertex.z * gl_Vertex.z);
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//vec3 u = normalize(smoothstep(500.0, 1500.0, dist) * pos + (1.0 - smoothstep(500.0, 1500.0, dist)) * view);
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//vec3 u = normalize(mix(pos, view, smoothstep(500.0,1500.0,dist)));
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vec3 u = view;
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// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
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// the columns of that matrix.
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vec3 absu = abs(u);
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vec3 r = normalize(vec3(-u.y, u.x, 0.0));
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vec3 w = cross(u, r);
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// Do the matrix multiplication by [ u r w pos]. Assume no
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// scaling in the homogeneous component of pos.
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gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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gl_Position.xyz = gl_Vertex.x * u;
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gl_Position.xyz += gl_Vertex.y * r * 1.0;
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gl_Position.xyz += gl_Vertex.z * w * scale;
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//gl_Position.xyz += gl_Vertex.y * r * wScale;
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//gl_Position.xyz += gl_Vertex.z * w * hScale;
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gl_Position.xyz += gl_Color.xyz;
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// Determine a lighting normal based on the vertex position from the
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// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
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float n = dot(normalize(-gl_LightSource[0].position.xyz),
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normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;
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// Determine the position - used for fog and shading calculations
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vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
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float fogCoord = abs(ecPosition.z);
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float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
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// Final position of the sprite
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gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
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// Determine the shading of the sprite based on its vertical position and position relative to the sun.
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n = min(smoothstep(-0.5, 0.0, n), fract);
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// Determine the shading based on a mixture from the backlight to the front
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vec4 backlight = gl_LightSource[0].diffuse * shade;
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gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
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gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
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// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
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gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(15000.0, 20000.0, fogCoord));
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gl_BackColor = gl_FrontColor;
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// Fog doesn't affect clouds as much as other objects.
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fogFactor = exp( -gl_Fog.density * fogCoord * 0.2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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}
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