CVS: data/Shaders clouds-layered.frag, NONE, 1.1 clouds-layered.vert, NONE, 1.1 clouds-thick.frag, NONE, 1.1 clouds-thick.vert, NONE, 1.1 clouds-thin.frag, NONE, 1.1 clouds-thin.vert, NONE, 1.1

Vivian Meazza <[email protected]> Mon, 12 Apr 2010 14:24:28 -0500
Newsgroups gmane.games.flightgear.cvc
Message-ID <[email protected]>
Update of /var/cvs/FlightGear-0.9/data/Shaders
In directory baron.flightgear.org:/tmp/cvs-serv30886

Added Files:
	clouds-layered.frag clouds-layered.vert clouds-thick.frag 
	clouds-thick.vert clouds-thin.frag clouds-thin.vert 
Log Message:
Add layered clouds

--- NEW FILE "clouds-layered.frag" ---
uniform sampler2D baseTexture;
varying float fogFactor;

void main(void)
{
      vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
      vec4 finalColor = base * gl_Color;
      gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
      gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);
}


--- NEW FILE "clouds-layered.vert" ---
// -*-C++-*-
#version 120

varying float fogFactor;

float shade = 0.2;
float cloud_height = 3000.0;

void main(void)
{

  gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
  vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
  vec4 l  = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
  vec3 u = normalize(ep.xyz - l.xyz);

  // Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
  // the columns of that matrix.
  vec3 absu = abs(u);
  vec3 r = normalize(vec3(-u.y, u.x, 0));
  vec3 w = cross(u, r);

  // Do the matrix multiplication by [ u r w pos]. Assume no
  // scaling in the homogeneous component of pos.
  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
  gl_Position.xyz = gl_Vertex.x * u;
  gl_Position.xyz += gl_Vertex.y * r * 1.0;
  gl_Position.xyz += gl_Vertex.z * w * 0.4;
  //gl_Position.xyz += gl_Vertex.y * r * wScale;
  //gl_Position.xyz += gl_Vertex.z * w  * hScale;
  gl_Position.xyz += gl_Color.xyz;

  // Determine a lighting normal based on the vertex position from the
  // center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
  float n = dot(normalize(-gl_LightSource[0].position.xyz),
                normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;

  // Determine the position - used for fog and shading calculations
  vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
  float fogCoord = abs(ecPosition.z);
  float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);

  // Final position of the sprite
  gl_Position = gl_ModelViewProjectionMatrix * gl_Position;

// Determine the shading of the sprite based on its vertical position and position relative to the sun.
  n = min(smoothstep(-0.5, 0.0, n), fract);
// Determine the shading based on a mixture from the backlight to the front
  vec4 backlight = gl_LightSource[0].diffuse * shade;

  gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
  gl_FrontColor += gl_FrontLightModelProduct.sceneColor;

  // As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
  gl_FrontColor.a = min(smoothstep(100.0, 300.0, fogCoord), 1 - smoothstep(25000.0, 30000.0, fogCoord));
  gl_BackColor = gl_FrontColor;

  // Fog doesn't affect clouds as much as other objects.
  fogFactor = exp( -gl_Fog.density * fogCoord * 0.2);
  fogFactor = clamp(fogFactor, 0.0, 1.0);
}

--- NEW FILE "clouds-thick.frag" ---
uniform sampler2D baseTexture;
varying float fogFactor;

void main(void)
{
      vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
      vec4 finalColor = base * gl_Color;
      gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
      gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);
}


--- NEW FILE "clouds-thick.vert" ---
// -*-C++-*-
#version 120

varying float fogFactor;

float shade = 0.5;
float cloud_height = 1000.0;

void main(void)
{	

  gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
  //gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
  vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
  vec4 l  = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
  vec3 u = normalize(ep.xyz - l.xyz);

  // Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
  // the columns of that matrix.
  vec3 absu = abs(u);
  vec3 r = normalize(vec3(-u.y, u.x, 0));
  vec3 w = cross(u, r);

  // Do the matrix multiplication by [ u r w pos]. Assume no
  // scaling in the homogeneous component of pos.
  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
  gl_Position.xyz = gl_Vertex.x * u;
  gl_Position.xyz += gl_Vertex.y * r;
  gl_Position.xyz += gl_Vertex.z * w;
  //gl_Position.xyz += gl_Vertex.y * r * wScale;
  //gl_Position.xyz += gl_Vertex.z * w  * hScale;
  gl_Position.xyz += gl_Color.xyz;

  // Determine a lighting normal based on the vertex position from the
  // center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
  float n = dot(normalize(-gl_LightSource[0].position.xyz),
                normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;

  // Determine the position - used for fog and shading calculations
  vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
  float fogCoord = abs(ecPosition.z);
  float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);

  // Final position of the sprite
  gl_Position = gl_ModelViewProjectionMatrix * gl_Position;

// Determine the shading of the sprite based on its vertical position and position relative to the sun.
  n = min(smoothstep(-0.5, 0.0, n), fract);
// Determine the shading based on a mixture from the backlight to the front
  vec4 backlight = gl_LightSource[0].diffuse * shade;

  gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
  gl_FrontColor += gl_FrontLightModelProduct.sceneColor;

  // As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
  gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1 - smoothstep(15000.0, 20000.0, fogCoord));
  gl_BackColor = gl_FrontColor;

  // Fog doesn't affect clouds as much as other objects.
  fogFactor = exp( -gl_Fog.density * fogCoord * 0.2);
  fogFactor = clamp(fogFactor, 0.0, 1.0);
}

--- NEW FILE "clouds-thin.frag" ---
uniform sampler2D baseTexture;
varying float fogFactor;

void main(void)
{
      vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
      vec4 finalColor = base * gl_Color;
      gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );
      gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);
}


--- NEW FILE "clouds-thin.vert" ---
// -*-C++-*-
#version 120

varying float fogFactor;

//attribute vec3 usrAttr3;
//attribute vec3 usrAttr4;

//float textureIndexX = usrAttr3.r;
//float textureIndexY = usrAttr3.g;
//float wScale = usrAttr3.b;
//float hScale = usrAttr4.r;
//float shade = usrAttr4.g;
//float cloud_height = usrAttr4.b;

void main(void)
{

  float shade = 0.9;
  float cloud_height = 1000.0;	

  gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
  //gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
  vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
  vec4 l  = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
  vec3 u = normalize(ep.xyz - l.xyz);

  // Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
  // the columns of that matrix.
  vec3 absu = abs(u);
  vec3 r = normalize(vec3(-u.y, u.x, 0));
  vec3 w = cross(u, r);

  // Do the matrix multiplication by [ u r w pos]. Assume no
  // scaling in the homogeneous component of pos.
  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
  gl_Position.xyz = gl_Vertex.x * u;
  gl_Position.xyz += gl_Vertex.y * r * 0.25;
  gl_Position.xyz += gl_Vertex.z * w * 0.25;
  //gl_Position.xyz += gl_Vertex.y * r * wScale;
  //gl_Position.xyz += gl_Vertex.z * w  * hScale;
  gl_Position.xyz += gl_Color.xyz;

  // Determine a lighting normal based on the vertex position from the
  // center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
  float n = dot(normalize(-gl_LightSource[0].position.xyz),
                normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;

  // Determine the position - used for fog and shading calculations
  vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
  float fogCoord = abs(ecPosition.z);
  float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);

  // Final position of the sprite
  gl_Position = gl_ModelViewProjectionMatrix * gl_Position;

// Determine the shading of the sprite based on its vertical position and position relative to the sun.
  n = min(smoothstep(-0.5, 0.0, n), fract);
// Determine the shading based on a mixture from the backlight to the front
  vec4 backlight = gl_LightSource[0].diffuse * shade;

  gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
  gl_FrontColor += gl_FrontLightModelProduct.sceneColor;

  // As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
  gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1 - smoothstep(15000.0, 20000.0, fogCoord));
  gl_BackColor = gl_FrontColor;

  // Fog doesn't affect clouds as much as other objects.
  fogFactor = exp( -gl_Fog.density * fogCoord * 0.2);
  fogFactor = clamp(fogFactor, 0.0, 1.0);
}


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