/* -------------------------------------------------------------------------------- This source file is part of SkyX. Visit http://www.paradise-studios.net/products/skyx/ Copyright (C) 2009-2012 Xavier Verguín González 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); }