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Full Template for ticket #1
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Templates/Full/game/shaders/common/gl/cloudLayerV.glsl
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Templates/Full/game/shaders/common/gl/cloudLayerV.glsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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varying vec4 texCoord12;
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varying vec4 texCoord34;
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varying vec3 vLightTS; // light vector in tangent space, denormalized
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varying vec3 vViewTS; // view vector in tangent space, denormalized
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varying vec3 vNormalWS; // Normal vector in world space
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varying float worldDist;
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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uniform mat4 modelview;
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uniform vec3 eyePosWorld;
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uniform vec3 sunVec;
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uniform vec2 texOffset0;
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uniform vec2 texOffset1;
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uniform vec2 texOffset2;
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uniform vec3 texScale;
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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void main()
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{
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vec4 pos = gl_Vertex;
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vec3 normal = gl_Normal;
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vec3 binormal = gl_MultiTexCoord0.xyz;
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vec3 tangent = gl_MultiTexCoord1.xyz;
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vec2 uv0 = gl_MultiTexCoord2.st;
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gl_Position = modelview * pos;
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// Offset the uv so we don't have a seam directly over our head.
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vec2 uv = uv0 + vec2( 0.5, 0.5 );
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texCoord12.xy = uv * texScale.x;
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texCoord12.xy += texOffset0;
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texCoord12.zw = uv * texScale.y;
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texCoord12.zw += texOffset1;
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texCoord34.xy = uv * texScale.z;
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texCoord34.xy += texOffset2;
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texCoord34.z = pos.z;
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texCoord34.w = 0.0;
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// Transform the normal, tangent and binormal vectors from object space to
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// homogeneous projection space:
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vNormalWS = -normal;
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vec3 vTangentWS = -tangent;
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vec3 vBinormalWS = -binormal;
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// Compute position in world space:
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vec4 vPositionWS = pos + vec4( eyePosWorld, 1 ); //mul( pos, objTrans );
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// Compute and output the world view vector (unnormalized):
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vec3 vViewWS = eyePosWorld - vPositionWS.xyz;
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// Compute denormalized light vector in world space:
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vec3 vLightWS = -sunVec;
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// Normalize the light and view vectors and transform it to the tangent space:
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mat3 mWorldToTangent = mat3( vTangentWS, vBinormalWS, vNormalWS );
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// Propagate the view and the light vectors (in tangent space):
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vLightTS = mWorldToTangent * vLightWS;
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vViewTS = vViewWS * mWorldToTangent;
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worldDist = clamp( pow( pos.z, 2.0 ), 0.0, 1.0 );
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}
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