Implemented new constructor for KRQuaternion for creating "from - to" rotation quaternions Implemented billboards by adding a "faces_camera" boolean attribute to KRInstance --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40169
43 lines
2.0 KiB
GLSL
43 lines
2.0 KiB
GLSL
//
|
|
// dust_particle.fsh
|
|
// KREngine
|
|
//
|
|
// Copyright 2012 Kearwood Gilbert. All rights reserved.
|
|
//
|
|
// Redistribution and use in source and binary forms, with or without modification, are
|
|
// permitted provided that the following conditions are met:
|
|
//
|
|
// 1. Redistributions of source code must retain the above copyright notice, this list of
|
|
// conditions and the following disclaimer.
|
|
//
|
|
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
|
|
// of conditions and the following disclaimer in the documentation and/or other materials
|
|
// provided with the distribution.
|
|
//
|
|
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
|
|
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
|
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
|
|
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
|
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
|
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
|
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
|
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
|
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
//
|
|
// The views and conclusions contained in the software and documentation are those of the
|
|
// authors and should not be interpreted as representing official policies, either expressed
|
|
// or implied, of Kearwood Gilbert.
|
|
//
|
|
|
|
#extension GL_EXT_shadow_samplers : require
|
|
|
|
varying mediump vec2 texCoord;
|
|
|
|
varying mediump vec4 shadowMapCoord1;
|
|
uniform sampler2DShadow shadowTexture1;
|
|
uniform mediump vec3 light_color;
|
|
varying lowp float intensity_modulate;
|
|
|
|
void main() {
|
|
gl_FragColor = vec4(light_color, 1.0) * shadow2DProjEXT(shadowTexture1, shadowMapCoord1) * max(1.0 - texCoord.x*texCoord.x-texCoord.y*texCoord.y, 0.0) * intensity_modulate;
|
|
} |