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40 lines
1.1 KiB
GLSL
40 lines
1.1 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, view) @shAutoConstant(view, view_matrix)
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shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
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shOutput(float, alphaFade)
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SH_START_PROGRAM
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{
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float4x4 viewFixed = view;
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#if !SH_GLSL && !SH_GLSLES
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viewFixed[0][3] = 0.0;
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viewFixed[1][3] = 0.0;
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viewFixed[2][3] = 0.0;
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#else
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viewFixed[3][0] = 0.0;
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viewFixed[3][1] = 0.0;
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viewFixed[3][2] = 0.0;
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#endif
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shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shInputPosition));
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alphaFade = shInputPosition.z < 150.0 ? 0.0 : 1.0;
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}
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#else
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SH_BEGIN_PROGRAM
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shInput(float, alphaFade)
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shUniform(float4, atmosphereColour) @shSharedParameter(atmosphereColour)
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shUniform(float4, horizonColour) @shSharedParameter(horizonColour, horizonColour)
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SH_START_PROGRAM
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{
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shOutputColour(0) = alphaFade * atmosphereColour + (1.0 - alphaFade) * horizonColour;
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}
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#endif
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