pxmlw6n2f/Gazebo_Distributed_TCP/media/skyx/SkyX_Lightning.fragment

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2019-03-28 10:57:49 +08:00
/*
--------------------------------------------------------------------------------
This source file is part of SkyX.
Visit http://www.paradise-studios.net/products/skyx/
Copyright (C) 2009-2012 Xavier Vergu<67>n Gonz<6E>lez <xavyiy@gmail.com>
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
--------------------------------------------------------------------------------
*/
// ---------------------------- SkyX lightning ----------------------------------
// ------------------------------ GLSL Vertex -----------------------------------
// IN
varying vec3 vUV;
varying vec4 vData;
// OUT
// UNIFORM
uniform vec3 uColor;
void main(void)
{
float intensity = 0.0;
float mult = 1.0;
float smoothAvance = 16.0;
// OGL doesn't like varying assignements
vec3 UV = vUV;
if (vData.x+UV.y*(vData.y-vData.x) > vData.z)
{
UV.z *= 1.0-clamp(length(vData.x+UV.y*(vData.y-vData.x) - vData.z)*smoothAvance,0.0,1.0);
}
if (UV.y > 2.0)
{
UV.y-=2.0; // Get back y coord
intensity = clamp((1.0-2.0*length(vec2(0.5,0.0)-UV.xy)),0.0,1.0)*mult;
}
else
{
intensity = (1.0-2.0*length(0.5-UV.x))*mult;
}
intensity = pow(intensity,1.0/(0.1+UV.z));
// Falling effect
smoothAvance = 6.0;
UV.z *= 1.0-vData.w*clamp(length(vData.x+UV.y*(vData.y-vData.x) - vData.z)*smoothAvance,0.0,1.0);
// Final color
gl_FragColor = vec4(uColor*UV.z*intensity, 1.0);
}