pxmlw6n2f/Gazebo_Distributed_TCP/media/skyx/SkyX_VolClouds.vertex

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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 volumetric clouds -----------------------------
// ------------------------------ GLSL Vertex -----------------------------------
// IN
attribute vec4 vertex; // iPosition
attribute vec3 uv0; // i3DCoord
attribute vec2 uv1; // iNoiseUV
attribute float uv2; // iOpacity
// OUT
varying vec3 v3DCoord;
varying vec2 vNoiseUV;
varying float vOpacity;
varying vec3 vEyePixel;
varying float vDistance;
// UNIFORM
uniform vec3 uCameraPosition;
uniform float uRadius;
void main(void)
{
// Clip space position
gl_Position = gl_ModelViewProjectionMatrix * vertex;
// 3D coords
v3DCoord = uv0;
// Noise coords
vNoiseUV = uv1;
// Opacity
vOpacity = uv2;
// Eye to pixel vector
vEyePixel = normalize(vertex.xyz - uCameraPosition);
// Distance in [0,1] range
vDistance = length(vec2(vertex.x, vertex.z)) / uRadius;
}