mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 08:21:05 +00:00
31 lines
720 B
Text
31 lines
720 B
Text
|
//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
|