openspades/Resources/Shaders/LongSprite.vs
Tomoaki Kawada 4047b613f1 Remove the vertical fog
Improves the AoS 0.75 compatibility.
2016-11-06 22:15:37 +09:00

58 lines
1.5 KiB
GLSL

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
uniform mat4 projectionViewMatrix;
uniform mat4 viewMatrix;
uniform vec3 rightVector;
uniform vec3 upVector;
uniform vec3 viewOriginVector;
uniform float fogDistance;
attribute vec3 positionAttribute;
attribute vec2 texCoordAttribute;
attribute vec4 colorAttribute;
varying vec4 color;
varying vec2 texCoord;
varying vec4 fogDensity;
vec4 FogDensity(float poweredLength);
void main() {
vec3 pos = positionAttribute.xyz;
gl_Position = projectionViewMatrix * vec4(pos,1.);
color = colorAttribute;
texCoord = texCoordAttribute;
// fog.
// FIXME: cannot gamma correct because sprite may be
// alpha-blended.
vec4 viewPos = viewMatrix * vec4(pos,1.);
vec2 horzRelativePos = pos.xy - viewOriginVector.xy;
float horzDistance = dot(horzRelativePos, horzRelativePos);
fogDensity = FogDensity(horzDistance);
}