fteqw/engine/shaders/vulkan/defaultsky.glsl
Spoike b7784f41d9 Fix potentially serious vulkan performance issue.
Stripped obsolete vk_nv_dedicated_allocation extension.
Misc fixes for warnings.
Linux now defaults to using ~/.local/share/fte instead of ~/.fte for greater consistency.
Other misc linux tweaks.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5267 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-06-18 16:44:29 +00:00

34 lines
753 B
GLSL

!!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