Use immutable storage for fullscreen vbo
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+16
-3
@@ -8,14 +8,27 @@ 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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// there are quite a few intricate controls concerning the normals
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// we want normals to be bigger towards the center, so that when two clouds
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// are blended central normals predominate
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// similarly, we want normals to be bigger the further up the cloud is
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// finally, we want normals to allow for shadows at the edge of a cloud
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// when a light is direcly above the cloud
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float d = dot(vControls,vControls);
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if (d > 1) {discard;}
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//fCol = vCol;
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fCol = vec4(vCol.xyz,vCol.w*(1-d));
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fPos = vec4(vPosID.xy, vPosID.z + (1-d) * vCenterSize.w, 0.5);
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vec3 fn1 = (1-d)*vec3(vCenterSize.xyz - fPos.xyz);
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//float rad = vCenterSize.w;
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float rad = vCenterSize.w*0.5;
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float h = (1-d) * rad;
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fPos = vec4(vPosID.xy, vPosID.z + h, 1);
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float h1 = float (1 - 0.01*fPos.z);
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//vec3 fn1 = fPos.z*(1-d)*normalize(vec3(vCenterSize.xyz - fPos.xyz));
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//vec3 fn1 = fPos.z*normalize(vec3(vCenterSize.xyz - fPos.xyz));
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//vec3 fn1 = vec3(vCenterSize.xyz - fPos.xyz);
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vec3 fn1 = fPos.z*(1-d)*normalize(vec3(vCenterSize.xyz - (fPos.xyz + vec3(0,0,0.5*h))));
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//fNorm = vec4(0.5*fn1.xy,fn1.z, 0.5);
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fNorm = vec4(fn1.xyz, 0.5);
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//fNorm = vec4(fn1.xyz, fCol.w);
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fNorm = vec4(fn1,1);
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//fNorm = vec4(0,0,1, 1);
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}
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