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