/* -------------------------------------------------------------------------------- This source file is part of SkyX. Visit http://www.paradise-studios.net/products/skyx/ Copyright (C) 2009-2012 Xavier Verguín González This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. -------------------------------------------------------------------------------- */ #ifdef GL_ES precision highp int; precision highp float; #endif // ---------------------------- SkyX lightning ---------------------------------- // ------------------------------ GLSL Vertex ----------------------------------- #define USE_OGRE_FROM_FUTURE #include OGRE_UNIFORMS( uniform vec3 uColor; ) MAIN_PARAMETERS IN(vec3 vUV, TEXCOORD0) IN(vec4 vData, TEXCOORD1) MAIN_DECLARATION { float intensity = 0.0; float mult = 1.0; float smoothAvance = 16.0; vec3 UV = vUV; if (vData.x + UV.y * (vData.y - vData.x) > vData.z) { UV.z *= 1.0 - saturate(length(vData.x + UV.y * (vData.y - vData.x) - vData.z) * smoothAvance); } if (UV.y > 2.0) { UV.y -= 2.0; // Get back y coord intensity = saturate((1.0 - 2.0 * length(vec2(0.5, 0.0) - UV.xy))) * mult; } else { intensity = (1.0 - 2.0 * length(0.5 - UV.x)) * mult; } intensity = pow(intensity, 1.0 / (0.1 + UV.z)); // Falling effect smoothAvance = 6.0; UV.z *= 1.0 - vData.w * saturate(length(vData.x + UV.y * (vData.y - vData.x) - vData.z) * smoothAvance); // Final color gl_FragColor = vec4(uColor * vec3_splat(UV.z) * vec3_splat(intensity), 1.0); }