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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