init surface do init(0, true, [1.0, 1.0, 1.0, 1.0])
# Create and configure a material for the cloud layer
- init clouds do init(4, false, [1.0, 1.0, 1.0, 0.5])
+ init clouds do init(4, false, [1.0*clouds_a, 1.0*clouds_a, 1.0*clouds_a, clouds_a])
+ private var clouds_a = 0.5
# Create and configure a material for the visible atmosphere
- init atmo do init(null, false, [0.0, 0.8, 1.0, 0.05])
+ init atmo do init(null, false, [0.0, 0.8*atmo_a, 1.0*atmo_a, atmo_a])
+ private var atmo_a = 0.05
redef fun draw(actor, model)
do
s += 0.05 * texture2D(tex_displace, tex_coord).r;
gl_Position = (vec4(coord.xyz * s, 1.0) * rotation + translation) * mvp;
-
}
""" @ glsl_vertex_shader