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/*
* $RCSfile$
*
* Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution 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.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any
* kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
* WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
* EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL
* NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF
* USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS
* DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR
* ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
* CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
* REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
* INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed, licensed or
* intended for use in the design, construction, operation or
* maintenance of any nuclear facility.
*
* $Revision$
* $Date$
* $State$
*/
uniform float cloudFactor;
uniform sampler2D earthTex;
uniform sampler2D cloudTex;
uniform sampler2D EnvMap;
varying vec2 texCoord0;
varying vec2 texCoord1;
void main (void)
{
vec2 tc0 = texCoord0.xy;
vec2 tc1 = texCoord1.xy;
vec3 color0 = vec3(texture2D(cloudTex, tc0));
vec3 color1 = vec3(texture2D(earthTex, tc1));
vec3 finalColor = color0*cloudFactor + color1;
gl_FragColor = vec4(finalColor, 1.0);
// if(tc1.x > 0.0)
// gl_FragColor = vec4(tc1.y,0.0,0.0,1.0);
}
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