Fix dust rendering

This commit is contained in:
2025-10-29 11:37:57 +00:00
parent 5f0ab2223d
commit e8d2407367
4 changed files with 16 additions and 26 deletions
+2 -17
View File
@@ -1,30 +1,15 @@
#version 450 core
in vec4 vPosID;
in vec4 vCol;
in vec4 vCenterSize;
in vec4 vControls;
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
layout (location=2) out vec4 fNorm;
void main()
{
// there are quite a few intricate controls concerning the normals
// we want normals to be bigger towards the center, so that when two clouds
// are blended central normals predominate
// similarly, we want normals to be bigger the further up the cloud is
// finally, we want normals to allow for shadows at the edge of a cloud
// when a light is direcly above the cloud
float d = dot(vControls,vControls);
if (d > 1) {discard;}
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 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);
fPos = vec4(vPosID.xyz, vCol.w*(1-d));
fNorm = vec4(vControls.xy, 0.1 ,fPos.w); // note arbirary 0.1, might want to point downwards at the edges?
}
+4 -4
View File
@@ -1,18 +1,18 @@
#version 450 core
layout (location = 0) in vec4 posID;
layout (location = 1) in vec4 col;
layout (location = 2) in vec4 centerSize;
layout (location = 3) in vec4 controls;
//layout (location = 2) in vec4 centerSize;
layout (location = 2) in vec4 controls;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec4 vPosID;
out vec4 vCol;
out vec4 vCenterSize;
//out vec4 vCenterSize;
out vec4 vControls;
void main()
{
gl_Position = theMat * vec4(posID.xyz,1);
vPosID = posID;
vCol = col;
vCenterSize = centerSize;
//vCenterSize = centerSize;
vControls = controls;
}