fteqw/engine/shaders/glsl/defaultsky.glsl

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!!permu FOG
!!samps base=0, cloud=1
!!cvardf r_skyfog=0.5
#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;
#ifdef EQUI
#define PI 3.1415926535897932384626433832795
dir = normalize(dir);
tccoord.x = atan(dir.y,-dir.x) / (PI*2.0);
tccoord.y = acos(dir.z) / PI;
vec3 sky = vec3(texture2D(s_base, tccoord));
#else
dir.z *= 3.0;
dir.xy /= 0.5*length(dir);
tccoord = (dir.xy + e_time*0.03125);
vec3 sky = vec3(texture2D(s_base, tccoord));
tccoord = (dir.xy + e_time*0.0625);
vec4 clouds = texture2D(s_cloud, tccoord);
sky = (sky.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);
#endif
#ifdef FOG
sky.rgb = mix(sky.rgb, w_fogcolour, float(r_skyfog)*w_fogalpha); //flat fog ignoring actual geometry
//sky = fog3(sky); //fog according to actual geometry
#endif
gl_FragColor = vec4(sky, 1.0);
}
#endif