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fteqw/engine/shaders/glsl/defaultsky.glsl

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//regular sky shader for scrolling q1 skies
//the sky surfaces are thrown through this as-is.
#ifdef VERTEX_SHADER
varying vec3 pos;
void main ()
{
pos = v_position.xyz;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
uniform float e_time;
uniform vec3 e_eyepos;
varying vec3 pos;
uniform sampler2D s_t0;
uniform sampler2D s_t1;
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 = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);
}
#endif