From 5b39ce854345509b92fd9aee76d504eaac87aa65 Mon Sep 17 00:00:00 2001 From: Joshua Rahm Date: Tue, 10 Dec 2013 21:19:37 -0700 Subject: added fallback shader --- shaders/earth_fallback.fp | 36 ++++++++++++++++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 shaders/earth_fallback.fp (limited to 'shaders') diff --git a/shaders/earth_fallback.fp b/shaders/earth_fallback.fp new file mode 100644 index 0000000..c8d6d2a --- /dev/null +++ b/shaders/earth_fallback.fp @@ -0,0 +1,36 @@ +// Set the fragment color + +uniform sampler2D tex; + +varying vec3 fragmentNormal ; +varying vec3 lightVector ; +varying vec3 cameraVector ; + +void main() +{ + vec3 fragNormal = normalize( fragmentNormal ) ; + + float f = dot( fragNormal, normalize( lightVector ) ); + float c = dot( fragNormal, normalize( cameraVector ) ); + c = (c - 0.5) * 2.0 ; + + vec4 color = texture2D(tex,gl_TexCoord[0].xy + vec2( 0.5, -0.2 )); + + float bluef = (1.0f / (1.0f + exp(-f * 150.0f))); + + float bluef2 = (1.0f / (1.0f + exp(c * 20.0f))) * f; + float redf2 = (1.0f / (1.0f + exp(c * 20.0f))) * pow(f,2) * f; + float greenf2 = redf2; + + float alpha = (1.0f / (1.0f + exp(c * 30.0f))) * f; + + /* Each color has its own drop off rate */ + float greenf = (1.0f / (1.0f + exp(-f * 60.0f))); + float redf = (1.0f / (1.0f + exp(-f * 30.0f))); + + gl_FragColor = vec4( + redf*color[0] + 1000.0*redf2, + greenf*color[1] + 1000.0*greenf2, + bluef*color[2] + 1000.0*bluef2, + 1.0-1000.0*alpha ); +} -- cgit