mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-12 00:01:43 +00:00
14f089d08e
It turns out the expected orientation of the sky cube is exactly that of Blender's default cube looked at from the front view (num-1) and the front face being the nearest face. This put's Marcher's sun nicely in the view when exiting the cave.
48 lines
926 B
GLSL
48 lines
926 B
GLSL
uniform sampler2D palette;
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uniform sampler2D solid;
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uniform sampler2D trans;
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uniform float realtime;
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uniform vec4 fog;
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varying vec3 direction;
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const float SCALE = 189.0 / 64.0;
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float
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sqr (float x)
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{
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return x * x;
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}
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vec4
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fogBlend (vec4 color)
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{
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float f;
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vec4 fog_color = vec4 (fog.rgb, 1.0);
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f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
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return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
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}
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void
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main (void)
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{
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float len;
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float pix;
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vec2 flow = vec2 (1.0, 1.0);
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vec2 st, base;
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vec3 dir = direction;
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dir.z *= 3.0;
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len = dot (dir, dir);
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len = SCALE * inversesqrt (len);
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base = direction.yx * vec2(1.0, -1.0) * len;
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st = base + flow * realtime / 8.0;
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pix = texture2D (trans, st).r;
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if (pix == 0.0) {
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st = base + flow * realtime / 16.0;
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pix = texture2D (solid, st).r;
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}
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gl_FragColor = fogBlend (texture2D (palette, vec2 (pix, 0.0)));
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}
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