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NEW, IMPROVEMENTS: Big and decent looking universe, stars, nebulas. R…
…eworked origin rebase to be adaptive (no more jumping). Camera effects for high-velocity flight.
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Original file line number | Diff line number | Diff line change |
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shader_type spatial; | ||
render_mode depth_draw_opaque, blend_mix, cull_disabled, unshaded; | ||
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uniform vec4 albedo : hint_color; | ||
uniform float rim_strength = 1.5; | ||
uniform float rim_power = 9.0; | ||
uniform float alpha_global = 0.5; | ||
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// For logarithmic depth buffer. | ||
//const float c = 0.001; | ||
//varying vec4 gl_Position; | ||
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//void vertex() | ||
//{ | ||
// For logarithmic depth buffer. | ||
//gl_Position = MODELVIEW_MATRIX*vec4(VERTEX, 1.0); | ||
//} | ||
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void fragment() | ||
{ | ||
// Logarithmic depth buffer. | ||
// DEPTH = log2(max(1e-6, 1.0 -gl_Position.z)) * c; | ||
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float rim = clamp(pow( dot( NORMAL, VIEW ), rim_power)*rim_strength, 0.0, 1.0); | ||
ALBEDO = albedo.rgb; | ||
ALPHA = clamp(1.0-rim, 0.0, 1.0)*alpha_global; | ||
} |
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