ab97ee326a
Author: Tim Moore <timoore@redhat.com>
65 lines
2.5 KiB
GLSL
65 lines
2.5 KiB
GLSL
// -*-C++-*-
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#version 120
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varying float fogFactor;
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attribute vec3 usrAttr1;
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attribute vec3 usrAttr2;
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float textureIndexX = usrAttr1.r;
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float textureIndexY = usrAttr1.g;
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float wScale = usrAttr1.b;
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float hScale = usrAttr2.r;
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float shade = usrAttr2.g;
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float cloud_height = usrAttr2.b;
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
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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 u = normalize(ep.xyz - l.xyz);
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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));
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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 * wScale;
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gl_Position.xyz += gl_Vertex.y * r * hScale;
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gl_Position.xyz += gl_Vertex.z * w;
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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 = clamp(dot(normalize(gl_LightSource[0].position.xyz), normalize(mat3x3(gl_ModelViewMatrix) * gl_Position.xyz)), 0.0, 1.0);
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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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// Limit the normal range from [0,1.0], and apply the shading (vertical factor)
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n = min(smoothstep(-0.8, 0.8, n), shade * (1.0 - fract) + fract);
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// This lighting normal is then used to mix between almost pure ambient (0) and diffuse (1.0) light
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vec4 backlight = 0.9 * gl_LightSource[0].ambient + 0.1 * gl_LightSource[0].diffuse;
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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 - 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 * 0.5);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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}
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