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