Make cloud position only record the central point of the cloud
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@@ -1,18 +1,18 @@
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#version 450 core
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#version 450 core
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in vec2 vTexPos;
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in vec2 vTexPos;
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out vec4 fColor;
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out vec4 fColor;
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layout(binding = 0) uniform sampler2D t0;
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layout(binding = 0) uniform sampler2D wincol;
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layout(binding = 1) uniform sampler2D t1;
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layout(binding = 1) uniform sampler2D winpos;
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layout(binding = 2) uniform sampler2D t2;
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layout(binding = 2) uniform sampler2D cloudcol;
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layout(binding = 3) uniform sampler2D t3;
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layout(binding = 3) uniform sampler2D cloudpos;
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vec4 blend (vec4 src, vec4 dst) {
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vec4 blend (vec4 src, vec4 dst) {
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return src + (1-src.a) * dst;
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return src + (1-src.a) * dst;
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}
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}
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void main() {
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void main() {
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//fColor = texture(t0, vTexPos) + texture(t2, vTexPos);
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//fColor = texture(t0, vTexPos) + texture(t2, vTexPos);
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vec4 x = texture(t0, vTexPos);
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vec4 x = texture(wincol, vTexPos);
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float xz = texture(t1, vTexPos).z;
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float xz = texture(winpos, vTexPos).z;
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vec4 y = texture(t2, vTexPos);
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vec4 y = texture(cloudcol, vTexPos);
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float yz = texture(t3, vTexPos).z;
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float yz = texture(cloudpos, vTexPos).z;
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fColor = ( xz > yz ? blend(x,y) : blend(y,x)) ;
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fColor = ( xz > yz ? blend(x,y) : blend(y,x)) ;
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}
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}
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@@ -19,6 +19,9 @@ void main()
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uint k = gl_VertexID % 6;
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uint k = gl_VertexID % 6;
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vCol = unpackUnorm4x8(data[i].col);
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vCol = unpackUnorm4x8(data[i].col);
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vControls = indices[k];
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vControls = indices[k];
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vPos = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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vec3 vPosx = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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gl_Position = theMat * vec4(vPos,1);
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gl_Position = theMat * vec4(vPosx,1);
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vPos = data[i].pos;
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//vPos = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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//gl_Position = theMat * vec4(vPos,1);
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}
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}
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