in vec2 texCoord;
out vec4 FragColor;
uniform bool modulate;
-uniform bool debugContDist;
-uniform float density;
+uniform bool debug;
+uniform bool debugColor;
+uniform float debugVal;
void main() {
- if (debugContDist) {
- FragColor = mix(vec4(1, 1, 1, 1), vec4(1, 0, 0, 1), density);
+ if (debugColor) {
+ FragColor = color;
+ return;
+ }
+ if (debug) {
+ FragColor = mix(vec4(1, 1, 1, 0), vec4(1, 0, 0, 1), debugVal);
return;
}
// Cf = color from fragment, Ct = color from texture
// GL_MODULATE: C
// C = Cf * Ct
// A = Af * At
- FragColor = color * f;
+ // the +0.06 is a hack to get lighter clouds!
+ // can be thought of as ambient light
+ FragColor = color * (f + 0.02);
} else {
+ // "That is, the colors in the frame buffer are multiplied by the
+ // attenuation ratio of the billboard texture and then the colors in
+ // the texture are added"
// GL_BLEND:
// C = Cf * (1-Ct) + Cc * Ct
// A = Af * At