Use vertex pulling for clouds
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@@ -0,0 +1,15 @@
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#version 450 core
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in vec3 vPos;
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in vec4 vCol;
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in vec2 vControls;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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layout (location=2) out vec4 fNorm;
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void main()
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{
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float d = dot(vControls,vControls);
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if (d > 1) {discard;}
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fCol = vec4(vCol.xyz,vCol.w*(1-d));
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fPos = vec4(vPos, vCol.w*(1-d));
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fNorm = vec4(-vControls, -0.1 + 0.2 * d ,fPos.w);
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}
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@@ -0,0 +1,25 @@
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#version 450 core
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struct CloudPosCol { vec4 pos; vec4 col; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 6) readonly buffer CPos { CloudPosCol data[]; };
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const vec2 indices[6] =
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{vec2(-1,-1) // 0 2--3
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,vec2( 1,-1) // 1 | |
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,vec2( 1, 1) // 3 0--1
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,vec2(-1,-1) // 0
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,vec2(-1, 1) // 2
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,vec2( 1, 1) // 3
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};
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out vec4 vCol;
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out vec2 vControls;
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out vec3 vPos;
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void main()
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{
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uint i = gl_VertexID / 6;
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uint k = gl_VertexID % 6;
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vCol = data[i].col;
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// vCol = vec4(1,0.5,0,1);
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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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gl_Position = theMat * vec4(vPos,1);
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}
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@@ -0,0 +1,18 @@
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#version 450 core
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struct Verx { vec4 pos; vec4 col; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 6) readonly buffer Pos { Verx data[]; };
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int indices[6] = {0,1,3,0,3,2};
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out vec4 vColC;
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out vec4 vColE;
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out vec4 vPos;
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out vec2 vDist;
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void main()
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{
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uint i0 = gl_VertexID / 6;
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uint k = indices[gl_VertexID % 6];
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vec4 br =
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//gl_Position = theMat * vec4(pos,1);
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gl_Position = vec4(pos,1);
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vCol = col;
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}
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