52 lines
1.7 KiB
GLSL
52 lines
1.7 KiB
GLSL
#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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layout(location = 0) in vec3 a_position3f;
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layout(location = 1) in vec2 a_colorIndex2f;
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out vec3 v_position3f;
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out vec3 v_color3f;
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uniform mat4 u_viewMatrix4f;
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#ifdef COMPILE_PARABOLOID_SKY
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uniform float u_farPlane1f;
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#else
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uniform mat4 u_projMatrix4f;
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#endif
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uniform sampler2D u_renderedAtmosphere;
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void main() {
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v_position3f = a_position3f;
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v_color3f = textureLod(u_renderedAtmosphere, a_colorIndex2f, 0.0).rgb;
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vec4 pos = u_viewMatrix4f * vec4(a_position3f, 0.0);
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#ifdef COMPILE_PARABOLOID_SKY
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float dist = pos.z;
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pos.xyz = normalize(pos.xyz);
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pos.xy /= 1.0 - pos.z;
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pos.z = dist / u_farPlane1f;
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gl_Position = vec4(pos.xyz, 1.0);
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#else
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gl_Position = u_projMatrix4f * vec4(pos.xyz, 1.0);
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#endif
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}
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