55dbce5a3b
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5969 fc73d0e0-1445-4013-8a0c-d673dee63da5
50 lines
1.2 KiB
GLSL
50 lines
1.2 KiB
GLSL
!!permu FOG
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!!samps base=0, cloud=1
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!!cvardf r_skyfog=0.5
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#include "sys/fog.h"
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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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#ifdef VERTEX_SHADER
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varying vec3 pos;
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void main ()
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{
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pos = v_position.xyz;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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uniform float e_time;
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uniform vec3 e_eyepos;
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varying vec3 pos;
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void main ()
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{
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vec2 tccoord;
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vec3 dir = pos - e_eyepos;
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#ifdef EQUI
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#define PI 3.1415926535897932384626433832795
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dir = normalize(dir);
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tccoord.x = atan(dir.y,-dir.x) / (PI*2.0);
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tccoord.y = acos(dir.z) / PI;
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vec3 sky = vec3(texture2D(s_base, tccoord));
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#else
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dir.z *= 3.0;
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dir.xy /= 0.5*length(dir);
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tccoord = (dir.xy + e_time*0.03125);
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vec3 sky = vec3(texture2D(s_base, tccoord));
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tccoord = (dir.xy + e_time*0.0625);
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vec4 clouds = texture2D(s_cloud, tccoord);
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sky = (sky.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);
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#endif
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#ifdef FOG
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sky.rgb = mix(sky.rgb, w_fogcolour, float(r_skyfog)*w_fogalpha); //flat fog ignoring actual geometry
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//sky = fog3(sky); //fog according to actual geometry
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#endif
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gl_FragColor = vec4(sky, 1.0);
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}
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#endif
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