27 lines
1.1 KiB
Text
27 lines
1.1 KiB
Text
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//
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// Overlays the atmosphere by doing an extra pass over the surface, this should be used for
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// surfaces that are rendered after the atmosphere and still need to be fogged correctly (post processed water,...)
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//
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template material/atmosphere_overlay {
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parameters <> // How much the glare is affected by the water (murky water wants to stop glaring so make it lower)
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text {
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blend GL_ONE, GL_ONE_MINUS_SRC_ALPHA
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program atmosphere2.cg
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fragmentParm 0 0, 0, 0, 0 // halo parameters, just set them to zero
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vertexParmBinding 1 fogParams //: C1;//vert
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fragmentParmBinding 2 sunDirection //: C2;//fragment
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vertexParmBinding 4 transposedModelMatrix_0
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vertexParmBinding 5 transposedModelMatrix_1
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vertexParmBinding 6 transposedModelMatrix_2
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vertexParmBinding 7 transposedModelMatrix_3
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vertexParmBinding 3 viewOrigin //: C8;//vert
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vertexParmBinding 8 viewOrigin //: C8;//vert
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vertexParmBinding 9 fogRotation_x //: C9;//vert
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vertexParmBinding 10 fogRotation_y //: C10;//vert
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vertexParmBinding 11 fogRotation_z //: C11;//vert
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fragmentMapBinding 0 skyGradient
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}
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}
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