.orig_file = "shaders/cloud.vs",
.static_src =
"layout (location=0) in vec4 a_co;\n"
-"layout (location=1) in vec4 a_norm;\n"
-"layout (location=2) in vec4 a_colour;\n"
+"layout (location=1) in vec4 a_colour;\n"
"\n"
"#line 1 1 \n"
"const float k_motion_lerp_amount = 0.01;\n"
" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
"}\n"
"\n"
-"#line 6 0 \n"
+"#line 5 0 \n"
"\n"
"uniform mat4x3 uMdl;\n"
"uniform mat3 uNormMtx;\n"
"uniform vec4 uTransform;\n"
"\n"
"out vec4 aColour;\n"
-"out vec3 aNorm;\n"
"out vec3 aWorldCo;\n"
"out vec3 aCo;\n"
"\n"
"\n"
"\n"
" vec3 center = vec3(0.5);\n"
-" vec3 lco = mapP(mco-center);\n"
-" mco = lco + center;\n"
+" vec3 lco = mapP(mco);\n"
"\n"
" vec3 world_pos0 = uMdl * vec4( mco, 1.0 );\n"
" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
" vec4 vproj1 = uPvmPrev * vec4( mco, 1.0 );\n"
"\n"
" float t = max(0.0,uTime.y);\n"
-" float scaler = smoothstep(0.6,0.58,length(lco.xz*vec2(0.7,1.0)));\n"
+" float scaler = smoothstep(0.6,0.58,length(lco.xz));\n"
"\n"
" vs_motion_out( vproj0, vproj1 );\n"
"\n"
" gl_Position = vproj0;\n"
-" gl_PointSize = (8.0*uTransform.w*scaler) / (gl_Position.z + 0.01);\n"
+" gl_PointSize = (9.0*uTransform.w*scaler) / (gl_Position.z + 0.01);\n"
" aWorldCo = world_pos0;\n"
-" aColour = a_colour*scaler*(0.3+a_co.y);\n"
+" aColour = a_colour*scaler;\n"
" aCo = mco;\n"
-" aNorm = uNormMtx * a_norm.xyz;\n"
"}\n"
""},
.fs =
"uniform vec3 uCamera;\n"
"\n"
"in vec4 aColour;\n"
-"in vec3 aNorm;\n"
"in vec3 aCo;\n"
"in vec3 aWorldCo;\n"
"\n"
" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
"\n"
" float diff = length(gl_PointCoord.xy-vec2(0.5));\n"
-" if( diff>0.5 )\n"
-" discard;\n"
+" if( diff+dither>0.5 )discard;\n"
"\n"
" compute_motion_vectors();\n"
" FragColor = aColour;\n"