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Draw the sun, debug the colour and variable size
[clouds.git]
/
billboardfrag.glsl
diff --git
a/billboardfrag.glsl
b/billboardfrag.glsl
index 046b7bd3bca6e335cd847e6e6dc4151f4edf03fa..c2e480bf88a930278ffe6f472f8be86c02b1bddd 100644
(file)
--- a/
billboardfrag.glsl
+++ b/
billboardfrag.glsl
@@
-4,11
+4,16
@@
uniform sampler2D tex;
in vec2 texCoord;
out vec4 FragColor;
uniform bool modulate;
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() {
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, 1), vec4(1, 0, 0, 1), debugVal);
return;
}
// Cf = color from fragment, Ct = color from texture
return;
}
// Cf = color from fragment, Ct = color from texture
@@
-22,6
+27,9
@@
void main() {
// A = Af * At
FragColor = color * f;
} else {
// A = Af * At
FragColor = color * f;
} 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
// GL_BLEND:
// C = Cf * (1-Ct) + Cc * Ct
// A = Af * At