fteqw/engine/shaders/glsl/defaultsky.glsl
Spoike 5b4756f3d9 Lazy GLSL loading, for faster load times.
Fixed some xim issues, for proper keyboard input under x11.
Cmake project can now work for cross compiling win32 targets.
Some other fun-but-pointless stuff.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5344 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-11-27 16:48:19 +00:00

32 lines
731 B
GLSL

!!permu FOG
!!samps 2
#include "sys/fog.h"
//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;
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 = vec4(fog3((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb)), 1.0);
}
#endif