/* -------------------------------------------------------------------------------- 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 ----------------------------- // ------------------------------ 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) 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; }