24 lines
664 B
GLSL
24 lines
664 B
GLSL
#version 330 core
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out float flogz;
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out vec4 ap_color;
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// cloud_static_common.vert
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void cloud_static_common_vert(out vec4 vs_pos, out vec4 ws_pos);
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// aerial_perspective.glsl
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vec4 get_aerial_perspective(vec2 coord, float depth);
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// logarithmic_depth.glsl
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float logdepth_prepare_vs_depth(float z);
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void main()
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{
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vec4 vs_pos, ws_pos;
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cloud_static_common_vert(vs_pos, ws_pos);
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flogz = logdepth_prepare_vs_depth(gl_Position.w);
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// Perspective division and scale to [0, 1] to get the screen position
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// of the vertex.
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vec2 coord = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5;
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ap_color = get_aerial_perspective(coord, length(vs_pos));
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}
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