#version 120 #extension GL_EXT_gpu_shader4 : enable #define BASE_FOG_AMOUNT 1.0 //[0.0 0.2 0.4 0.6 0.8 1.0 1.25 1.5 1.75 2.0 3.0 4.0 5.0 10.0 20.0 30.0 50.0 100.0 150.0 200.0] Base fog amount amount (does not change the "cloudy" fog) #define CLOUDY_FOG_AMOUNT 1.0 //[0.0 0.2 0.4 0.6 0.8 1.0 1.25 1.5 1.75 2.0 3.0 4.0 5.0] #define FOG_TOD_MULTIPLIER 1.0 //[0.0 0.2 0.4 0.6 0.8 1.0 1.25 1.5 1.75 2.0 3.0 4.0 5.0] //Influence of time of day on fog amount #define FOG_RAIN_MULTIPLIER 1.0 //[0.0 0.2 0.4 0.6 0.8 1.0 1.25 1.5 1.75 2.0 3.0 4.0 5.0] //Influence of rain on fog amount flat varying vec4 lightCol; flat varying vec3 ambientUp; flat varying vec3 ambientLeft; flat varying vec3 ambientRight; flat varying vec3 ambientB; flat varying vec3 ambientF; flat varying vec3 ambientDown; flat varying float tempOffsets; flat varying float fogAmount; flat varying float VFAmount; uniform sampler2D colortex4; uniform float sunElevation; uniform float rainStrength; uniform int isEyeInWater; uniform int frameCounter; uniform int worldTime; #include "/lib/util.glsl" float luma(vec3 color) { return dot(color,vec3(0.21, 0.72, 0.07)); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { tempOffsets = HaltonSeq2(frameCounter%10000); gl_Position = ftransform(); gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0; vec3 avgAmbient = texelFetch2D(colortex4,ivec2(11,37),0).rgb; ambientUp = texelFetch2D(colortex4,ivec2(0,37),0).rgb; ambientDown = texelFetch2D(colortex4,ivec2(1,37),0).rgb; ambientLeft = texelFetch2D(colortex4,ivec2(2,37),0).rgb; ambientRight = texelFetch2D(colortex4,ivec2(3,37),0).rgb; ambientB = texelFetch2D(colortex4,ivec2(4,37),0).rgb; ambientF = texelFetch2D(colortex4,ivec2(5,37),0).rgb; }