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November 30, 2021 14:42
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simple clounds for Panda3d
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/* vertex shader */ | |
#version 130 | |
uniform mat4 p3d_ModelViewProjectionMatrix; | |
in vec4 p3d_Vertex; | |
in vec3 p3d_Normal; | |
in vec4 p3d_MultiTexCoord0; | |
in vec4 offset; | |
in vec4 uv; | |
in vec4 p3d_Color; | |
out vec4 texcoord0; | |
out vec4 texcoord1; | |
out vec4 position; | |
out vec4 color; | |
void main() { | |
gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex; | |
position = gl_Position; | |
texcoord0 = p3d_MultiTexCoord0+offset+vec4(uv.xy, 0.0, 0.0); | |
texcoord1 = p3d_MultiTexCoord0+offset+vec4(uv.zw, 0.0, 0.0); | |
color = p3d_Color; | |
} | |
/*fragment shader */ | |
#version 130 | |
in float time; | |
uniform sampler2D p3d_Texture0; | |
in vec4 texcoord0; | |
in vec4 texcoord1; | |
uniform vec4 p3d_Color; | |
uniform vec4 p3d_ColorScale; | |
in vec4 color; | |
out vec4 o_color; | |
void main() { | |
// Fetch all textures. | |
vec4 tex0 = texture2D(p3d_Texture0, texcoord0.xy); | |
vec4 tex1 = texture2D(p3d_Texture0, texcoord1.xy); | |
o_color = vec4(color.rgb+p3d_Color.rgb, mix(tex0.a, tex1.a, time))*p3d_ColorScale; | |
} |
Author
kergalym
commented
Nov 30, 2021
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