sky should accept fog somehow. this is the glass ceiling method. every method sucks.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4941 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -1,3 +1,6 @@
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!!permu FOG
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#include "sys/fog.h"
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//regular sky shader for scrolling q1 skies
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//regular sky shader for scrolling q1 skies
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//the sky surfaces are thrown through this as-is.
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//the sky surfaces are thrown through this as-is.
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@ -25,6 +28,6 @@ void main ()
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vec3 solid = vec3(texture2D(s_t0, tccoord));
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vec3 solid = vec3(texture2D(s_t0, tccoord));
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tccoord = (dir.xy + e_time*0.0625);
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tccoord = (dir.xy + e_time*0.0625);
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vec4 clouds = texture2D(s_t1, tccoord);
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vec4 clouds = texture2D(s_t1, tccoord);
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gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);
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gl_FragColor.rgb = fog3((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb));
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}
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}
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#endif
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#endif
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