40 lines
943 B
GLSL
40 lines
943 B
GLSL
// user-vert-functions.glsl
|
|
|
|
float user_get_depth( in vec3 worldPos )
|
|
{
|
|
return 1000.0;
|
|
}
|
|
|
|
#ifdef DOUBLE_PRECISION
|
|
|
|
dvec3 user_horizon(in dvec3 intersect)
|
|
{
|
|
return intersect;
|
|
}
|
|
|
|
#else
|
|
|
|
vec3 user_horizon(in vec3 intersect)
|
|
{
|
|
return intersect;
|
|
}
|
|
|
|
#endif
|
|
|
|
/* You may use this hook to set any varying parameters you need for the user-functions.glsl fragment program.
|
|
provided are the ocean vertex in world, eye, and projected coordinates. */
|
|
void user_intercept(in vec3 worldPosition, in vec3 localPosition, in vec4 eyePosition, in vec4 projectedPosition)
|
|
{
|
|
|
|
}
|
|
|
|
// Provides a point to override the final value of gl_Position.
|
|
// Useful for implementing logarithmic depth buffers etc. If you are
|
|
// also using decal effects (such as rotor wash,) be sure to also
|
|
// implement the user_decal_depth function in user-functions.glsl
|
|
// if you are manipulating depth values.
|
|
vec4 overridePosition(in vec4 position)
|
|
{
|
|
return position;
|
|
}
|