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56 lines
1.8 KiB
GLSL
56 lines
1.8 KiB
GLSL
#include "core.h"
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#ifdef SH_VERTEX_SHADER
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SH_BEGIN_PROGRAM
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shUniform(float4x4, worldview) @shAutoConstant(worldview, worldview_matrix)
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shUniform(float4x4, proj) @shAutoConstant(proj, projection_matrix)
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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shOutput(float, alphaFade)
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SH_START_PROGRAM
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{
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float4x4 worldviewFixed = worldview;
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#if !SH_GLSL
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worldviewFixed[0][3] = 0.0;
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worldviewFixed[1][3] = 0.0;
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worldviewFixed[2][3] = 0.0;
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#else
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worldviewFixed[3][0] = 0.0;
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worldviewFixed[3][1] = 0.0;
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worldviewFixed[3][2] = 0.0;
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#endif
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shOutputPosition = shMatrixMult(proj, shMatrixMult(worldviewFixed, shInputPosition));
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UV = uv0;
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alphaFade = (shInputPosition.z <= 200.0) ? ((shInputPosition.z <= 100.0) ? 0.0 : 0.25) : 1.0;
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}
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#else
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SH_BEGIN_PROGRAM
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shInput(float2, UV)
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shInput(float, alphaFade)
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shSampler2D(diffuseMap1)
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shSampler2D(diffuseMap2)
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shUniform(float, cloudBlendFactor) @shSharedParameter(cloudBlendFactor)
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shUniform(float, cloudAnimationTimer) @shSharedParameter(cloudAnimationTimer)
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shUniform(float, cloudOpacity) @shSharedParameter(cloudOpacity)
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shUniform(float3, cloudColour) @shSharedParameter(cloudColour)
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SH_START_PROGRAM
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{
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// Scroll in y direction
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float2 scrolledUV = UV + float2(0,1) * cloudAnimationTimer * 0.003;
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float4 albedo = shSample(diffuseMap1, scrolledUV) * (1.0-cloudBlendFactor) + shSample(diffuseMap2, scrolledUV) * cloudBlendFactor;
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shOutputColour(0) = float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity * alphaFade);
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}
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#endif
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