#line 2 /* * Copyright (c) 2023 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT HOLDER 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. * */ precision lowp int; precision highp float; precision highp sampler2D; layout(location = 0) in vec3 a_position3f; layout(location = 1) in vec2 a_colorIndex2f; out vec3 v_position3f; out vec3 v_color3f; uniform mat4 u_viewMatrix4f; #ifdef COMPILE_PARABOLOID_SKY uniform float u_farPlane1f; #else uniform mat4 u_projMatrix4f; #endif uniform sampler2D u_renderedAtmosphere; void main() { v_position3f = a_position3f; v_color3f = textureLod(u_renderedAtmosphere, a_colorIndex2f, 0.0).rgb; vec4 pos = u_viewMatrix4f * vec4(a_position3f, 0.0); #ifdef COMPILE_PARABOLOID_SKY float dist = pos.z; pos.xyz = normalize(pos.xyz); pos.xy /= 1.0 - pos.z; pos.z = dist / u_farPlane1f; gl_Position = vec4(pos.xyz, 1.0); #else gl_Position = u_projMatrix4f * vec4(pos.xyz, 1.0); #endif }