Improve window drawing

This commit is contained in:
2025-11-20 12:34:36 +00:00
parent 6563d87247
commit 0491a71da1
3 changed files with 11 additions and 7 deletions
-1
View File
@@ -10,5 +10,4 @@ void main()
float cloudz = texture(cloudpos, vScreenPos).z;
fColOverCloud = ( cloudz > vPos.z ? vec4(0) : vCol);
fColUnderCloud = ( cloudz > vPos.z ? vCol : vec4(0));
fColUnderCloud = vec4(0);
}
+9 -5
View File
@@ -5,18 +5,22 @@ layout (std430, binding = 1) readonly buffer Pos { PosCol data[]; };
out vec4 vCol;
out vec4 vPos;
out vec2 vScreenPos;
//int indices[6] = {0,1,3,0,3,2};
int indices[6] =
{0,3,1
,0,2,3};
// note reversed compared to walls
void main()
{
vCol = data[gl_VertexID / 6].col;
vec4 pp = data[gl_VertexID / 6].pospos;
vCol = data[gl_VertexID / 12].col;
vec4 pp = data[gl_VertexID / 12].pospos;
int j = indices[gl_VertexID % 6];
//float z = (j > 1.5 ? 5000 : 0);
float z = (j > 1.5 ? 200 : 0);
bool t = gl_VertexID % 12 > 5.5;
float z = (j > 1.5
? (t ? 100 : 5000)
: (t ? 0 : 100)
);
// we draw two quads: one which can be below clouds,
// and one which is always above
vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
vPos = vec4( xy, z, 1);
gl_Position = theMat * vPos;
+2 -1
View File
@@ -310,10 +310,11 @@ doDrawing' win pdata u = do
glEnable GL_BLEND
--glBlendFunc GL_SRC_ALPHA GL_ONE
glBindTextureUnit 3 (pdata ^. fboPos . _2 . unTO)
-- with all source alphas 0.25, alpha -> 0.5
glBlendFunc GL_ONE_MINUS_DST_ALPHA GL_ONE_MINUS_SRC_ALPHA
glUseProgram $ pdata ^. windowPullShader
glBindVertexArray $ pdata ^. dummyVAO
glDrawArrays GL_TRIANGLES 0 (fromIntegral nWins * 6)
glDrawArrays GL_TRIANGLES 0 (fromIntegral nWins * 12)
glDisable GL_DEPTH_CLAMP
glDisable GL_CULL_FACE
glInvalidateBufferData (pdata ^. vboShapes . vboName)