DYTSrouce/Source/resources/shaders/osgOcean_godray_glare.vert

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2024-11-22 15:11:48 +00:00
uniform vec3 osgOcean_Origin;
uniform vec3 osgOcean_Extinction_c;
uniform vec3 osgOcean_Eye;
uniform float osgOcean_Spacing;
varying vec3 vIntensity;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
vec3 worldPos = gl_Vertex.xyz * vec3(osgOcean_Spacing,osgOcean_Spacing,1.0);
worldPos += osgOcean_Origin;
vec3 extinct = vec3(0.2,0.2,0.2);
float totalDist = length(worldPos-osgOcean_Eye)/3.0;
vIntensity = exp(-totalDist*osgOcean_Extinction_c);
vIntensity = clamp(vIntensity, 0.0, 1.0);
gl_Position = gl_ModelViewProjectionMatrix * vec4(worldPos,1.0);
}