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openmw-tes3mp/files/materials/clouds.shader

54 lines
1.7 KiB
GLSL

#include "core.h"
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4, view) @shAutoConstant(view, view_matrix)
shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
shVertexInput(float2, uv0)
shOutput(float2, UV)
shOutput(float, alphaFade)
SH_START_PROGRAM
{
float4x4 viewFixed = view;
#if !SH_GLSL
viewFixed[0][3] = 0;
viewFixed[1][3] = 0;
viewFixed[2][3] = 0;
#else
viewFixed[3][0] = 0;
viewFixed[3][1] = 0;
viewFixed[3][2] = 0;
#endif
shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shInputPosition));
UV = uv0;
alphaFade = (shInputPosition.z <= 200.f) ? ((shInputPosition.z <= 100.f) ? 0.0 : 0.25) : 1.0;
}
#else
SH_BEGIN_PROGRAM
shInput(float2, UV)
shInput(float, alphaFade)
shSampler2D(diffuseMap1)
shSampler2D(diffuseMap2)
shUniform(float, cloudBlendFactor) @shSharedParameter(cloudBlendFactor)
shUniform(float, cloudAnimationTimer) @shSharedParameter(cloudAnimationTimer)
shUniform(float, cloudOpacity) @shSharedParameter(cloudOpacity)
shUniform(float3, cloudColour) @shSharedParameter(cloudColour)
SH_START_PROGRAM
{
// Scroll in y direction
float2 scrolledUV = UV + float2(0,1) * cloudAnimationTimer * 0.003;
float4 albedo = shSample(diffuseMap1, scrolledUV) * (1-cloudBlendFactor) + shSample(diffuseMap2, scrolledUV) * cloudBlendFactor;
shOutputColour(0) = float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity * alphaFade);
}
#endif