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			39 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #include "core.h"
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| 
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| #ifdef SH_VERTEX_SHADER
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| 
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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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| 
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|         shOutput(float, alphaFade)
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| 
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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
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|         viewFixed[0][3] = 0;
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|         viewFixed[1][3] = 0;
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|         viewFixed[2][3] = 0;
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| #else
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|         viewFixed[3][0] = 0;
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|         viewFixed[3][1] = 0;
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|         viewFixed[3][2] = 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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| 
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| #else
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| 
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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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| 
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|     SH_START_PROGRAM
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|     {
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|         shOutputColour(0) = alphaFade * atmosphereColour + (1.f - alphaFade) * horizonColour;
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|     }
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| 
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| #endif
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