62 lines
2.1 KiB
Plaintext
62 lines
2.1 KiB
Plaintext
/*
|
|
--------------------------------------------------------------------------------
|
|
This source file is part of SkyX.
|
|
Visit http://www.paradise-studios.net/products/skyx/
|
|
|
|
Copyright (C) 2009-2012 Xavier Verguín González <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 + lightning -----------------------
|
|
// ------------------------------ 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;
|
|
varying vec4 vPositionAtt;
|
|
// 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;
|
|
|
|
vPositionAtt.xyz = vertex.xyz;
|
|
vPositionAtt.w = 225.0/uRadius;
|
|
} |