diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl new file mode 100644 index 0000000000..71e422ddf0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl @@ -0,0 +1,70 @@ +/** + * @file WLCloudsV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; +uniform mat4 modelview_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +////////////////////////////////////////////////////////////////////////// +// The vertex shader for creating the atmospheric sky +/////////////////////////////////////////////////////////////////////////////// + +// Output parameters +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; +VARYING vec3 vary_pos; + +// Inputs +uniform float cloud_scale; +uniform vec4 lightnorm; +uniform vec3 camPosLocal; + +void main() +{ + vary_pos = position; + + // World / view / projection + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + + // Texture coords + vary_texcoord0 = texcoord0; + vary_texcoord0.xy -= 0.5; + vary_texcoord0.xy /= max(0.001, cloud_scale); + vary_texcoord0.xy += 0.5; + + vary_texcoord1 = vary_texcoord0; + vary_texcoord1.x += lightnorm.x * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; + + vary_texcoord2 = vary_texcoord0 * 16.; + vary_texcoord3 = vary_texcoord1 * 16.; + + // END CLOUDS +} + |