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/**
* @file sunDiscV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
in vec3 position;
in vec2 texcoord0;
out vec2 vary_texcoord0;
out float sun_fade;
void calcAtmospherics(vec3 eye_pos);
void main()
{
//transform vertex
vec3 offset = vec3(0, 0, 50);
vec4 vert = vec4(position.xyz - offset, 1.0);
vec4 pos = modelview_projection_matrix*vert;
sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f);
// smash to *almost* far clip plane -- behind clouds but in front of stars
pos.z = pos.w*0.999999;
gl_Position = pos;
calcAtmospherics(pos.xyz);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
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