Minor update on the skybox shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14966 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -34,17 +34,19 @@ void main()
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vec3 col = texture2D(tex, vec2((L.y + 1.0) / 2.0, V.y)).xyz;
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float vl = clamp(dot(V, L), 0, 1);
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float vl = clamp(dot(V, L), 0., 1.);
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float paint = texture2D(tex, uv_temp * 3).a;
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uv_temp += 20;
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float paint2 = texture2D(tex, uv_temp * 5).a;
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//float paint2 = texture2D(tex, uv_temp * 5).a;
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float paint2 = texture2D(tex, uv * 5.).a;
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// Get the general cloud mask
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float hello = texture2D(glow_tex, (uv_cl + paint2 * 0.07) *2).g;
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float hello = texture2D(glow_tex, (uv_cl + paint2 * 0.07) *2.).g;
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float cld_mask = texture2D(glow_tex, (uv_anim + hello * 0.007 )).r;
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@ -55,12 +57,12 @@ void main()
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cld_mask = (cld_mask * hello * 0.5);
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cld_fast = (cld_fast + hello );
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cld_fast = (cld_fast * hello );
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col = cld_mask + col*(1 - cld_mask);
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col = cld_fast + col*(1 - cld_fast);
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col = cld_mask + col*(1. - cld_mask);
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col = cld_fast + col*(1. - cld_fast);
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gl_FragColor = vec4( (col * paint2 * paint), 1.0);
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gl_FragColor = vec4( vec3(col * paint * paint2), 1.0);
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//gl_FragColor = vec4(vec3(ou), 1.0);
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