Work on transparency of windows/clouds
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@@ -1,11 +1,14 @@
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#version 450 core
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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=0) out vec4 fColOverCloud;
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layout (location=1) out vec4 fColUnderCloud;
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layout(binding = 3) uniform sampler2D cloudpos;
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in vec4 vCol;
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in vec4 vPos;
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in vec2 vScreenPos;
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void main()
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{
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fCol = vCol;
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fPos = vPos;
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float cloudz = texture(cloudpos, vScreenPos).z;
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fColOverCloud = ( cloudz > vPos.z ? vec4(0) : vCol);
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fColUnderCloud = ( cloudz > vPos.z ? vCol : vec4(0));
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fColUnderCloud = vec4(0);
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}
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+10
-2
@@ -4,14 +4,22 @@ layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 1) readonly buffer Pos { PosCol data[]; };
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out vec4 vCol;
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out vec4 vPos;
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int indices[6] = {0,1,3,0,3,2};
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out vec2 vScreenPos;
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//int indices[6] = {0,1,3,0,3,2};
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int indices[6] =
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{0,3,1
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,0,2,3};
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// note reversed compared to walls
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void main()
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{
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vCol = data[gl_VertexID / 6].col;
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vec4 pp = data[gl_VertexID / 6].pospos;
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int j = indices[gl_VertexID % 6];
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float z = (j > 1.5 ? 5000 : 0);
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//float z = (j > 1.5 ? 5000 : 0);
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float z = (j > 1.5 ? 200 : 0);
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vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
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vPos = vec4( xy, z, 1);
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gl_Position = theMat * vPos;
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vScreenPos = 0.5 * (vec2(1) + vec2(gl_Position.x / gl_Position.w
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,gl_Position.y / gl_Position.w));
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}
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