Work on cloud/window transparency
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@@ -11,6 +11,8 @@ void main()
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if (d > 1) {discard;}
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fCol = vec4(vCol.xyz,vCol.w*(1-d));
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fPos = vec4(vPosID.xyz, vCol.w*(1-d));
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//fPos = vec4(vPosID.xy,vPosID.z*0.5, vCol.w*(1-d));
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fNorm = vec4(-vControls.xy, -0.1 + 0.2 * d ,fPos.w);
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//fNorm = vec4(-vControls.xy, -0.1 + 2 * d ,vCol.w * (1.01-(d*d*d)));
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//fNorm = vec4(-vControls.xy, -0.1 + d , fPos.w);
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}
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@@ -0,0 +1,18 @@
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#version 450 core
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in vec2 vTexPos;
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out vec4 fColor;
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layout(binding = 0) uniform sampler2D t0;
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layout(binding = 1) uniform sampler2D t1;
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layout(binding = 2) uniform sampler2D t2;
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layout(binding = 3) uniform sampler2D t3;
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vec4 blend (vec4 src, vec4 dst) {
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return src + (1-src.a) * dst;
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}
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void main() {
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//fColor = texture(t0, vTexPos) + texture(t2, vTexPos);
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vec4 x = texture(t0, vTexPos);
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float xz = texture(t1, vTexPos).z;
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vec4 y = texture(t2, vTexPos);
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float yz = texture(t3, vTexPos).z;
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fColor = ( xz > yz ? blend(x,y) : blend(y,x)) ;
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}
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@@ -0,0 +1,8 @@
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#version 450 core
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main() {
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gl_Position = vec4(pos, 0.0, 1.0);
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vTexPos = texPos;
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}
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@@ -9,6 +9,7 @@ void main()
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fCol = gColor;
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//fPos = gPos;// + vec4(0,0,50,0);
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//fNorm = vec4 (0,0,10,10);
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fPos = vec4(0,0,50,1);
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//fPos = vec4(0,0,50,1);
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fPos = gPos;
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fNorm = vec4 (0,0,10,10);
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}
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