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fteqw/engine/shaders/vulkan/defaultsky.glsl

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!!permu FOG
!!samps 2
!!cvarb r_fog_exp2=true
#include "sys/defs.h"
#include "sys/fog.h"
//regular sky shader for scrolling q1 skies
//the sky surfaces are thrown through this as-is.
layout(location=0) varying vec3 pos;
#ifdef VERTEX_SHADER
void main ()
{
pos = v_position.xyz;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
vec2 tccoord;
vec3 dir = pos - e_eyepos;
dir.z *= 3.0;
dir.xy /= 0.5*length(dir);
tccoord = (dir.xy + e_time*0.03125);
vec3 solid = vec3(texture2D(s_t0, tccoord));
tccoord = (dir.xy + e_time*0.0625);
vec4 clouds = texture2D(s_t1, tccoord);
gl_FragColor.rgb = fog3((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb));
gl_FragColor.a = 1.0;
}
#endif