Start simplifying cloud shader

This commit is contained in:
2025-10-29 11:14:08 +00:00
parent 042bd6bc01
commit 5f0ab2223d
3 changed files with 20 additions and 24 deletions
+6 -3
View File
@@ -16,12 +16,15 @@ void main()
// when a light is direcly above the cloud
float d = dot(vControls,vControls);
if (d > 1) {discard;}
//fCol = vCol;
fCol = vec4(vCol.xyz,vCol.w*(1-d));
//fCol = vCol;
//float rad = vCenterSize.w*0.5;
float rad = vCenterSize.w;
float h = (1-d) * rad;
fPos = vec4(vPosID.xy, vPosID.z + h, vCol.w*(1-d));
vec3 fn1 = fPos.z*normalize(vec3(vCenterSize.xyz - fPos.xyz));
fNorm = vec4(fn1,fPos.w);
//vec3 vCen =
//vec3 fn1 = fPos.z*normalize(vec3(vCenterSize.xyz - fPos.xyz));
vec3 fn1 = fPos.z*normalize(vec3(vCenterSize.xy - vPosID.xy,0));
//fNorm = vec4(fn1,fPos.w);
fNorm = vec4(vControls.xy, 0.1 ,fPos.w);
}