/* -------------------------------------------------------------------------------- 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 volumetric clouds + lightning ----------------------- // ------------------------------ GLSL Vertex ----------------------------------- #define USE_OGRE_FROM_FUTURE #include OGRE_UNIFORMS( uniform mat4 uWorldViewProj; uniform vec3 uCameraPosition; uniform float uRadius; ) MAIN_PARAMETERS IN(vec4 vertex, POSITION) IN(vec3 uv0, TEXCOORD0) IN(vec2 uv1, TEXCOORD1) IN(float uv2, TEXCOORD2) OUT(vec3 v3DCoord, TEXCOORD0) OUT(vec2 vNoiseUV, TEXCOORD1) OUT(float vOpacity, TEXCOORD2) OUT(vec3 vEyePixel, TEXCOORD3) OUT(float vDistance, TEXCOORD4) OUT(vec4 vPositionAtt, TEXCOORD5) MAIN_DECLARATION { // Clip space position gl_Position = mul(uWorldViewProj, vertex); // 3D coords v3DCoord = uv0; // Noise coords vNoiseUV = uv1; // Opacity vOpacity = uv2; // Eye to pixel vector vEyePixel = normalize(vertex.xyz - uCameraPosition); // Distance in [0,1] range vDistance = length(vec2(vertex.x, vertex.z)) / uRadius; vPositionAtt.xyz = vertex.xyz; vPositionAtt.w = 225.0 / uRadius; }