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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