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2025-12-17 16:47:48 +00:00
commit 13813f3363
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$input a_position, a_texcoord0, a_color0
$output v_texcoord0, v_color0
#include "common.sh"
uniform vec4 u_color;
uniform vec4 u_color2;
SAMPLER2D(s_diffuseMap, 0);
void SkyVS()
{
vec4 wpos = mul(u_worldMatrix, vec4(a_position, 1.0));
gl_Position = mul(u_viewProjection, wpos);
#ifndef GLSLES
// snap to far plane to prevent scene-sky intersections
// small offset is needed to prevent 0/0 division in case w=0, which causes rasterization issues
// some mobile chips (hello, Vivante!) don't like it
gl_Position.z = gl_Position.w - 1.0 / 16.0;
#endif
#if BGFX_SHADER_LANGUAGE_GLSL
gl_PointSize = 2.0; // star size
#endif
v_texcoord0 = a_texcoord0;
v_color0 = a_color0 * mix(u_color2, u_color, wpos.y / 1700.0);
}
void SkyPS()
{
gl_FragColor = texture2D(s_diffuseMap, v_texcoord0) * v_color0;
}