On Mon, Jan 9, 2012 at 10:00 AM,  <thorsten.i.renk wrote:
>
>> I don't think the Model matrix will help you much either, as IIRC
>> (0,0,0) is the center of the earth spheroid.
>
> Hm, the line is
>
>  gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
>
> Doesn't gl_ModelViewProjectionMatrix transform things into 2d screen
> coordinates?

Correct (hence my reference to the Model matrix, rather than
ModelViewProjection matrix).

> Would it work if I use a different matrix instead? Apparently
>
>    vec4 groundPoint = gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0);
>
> can be used to generate the zero altitude point just below the current
> view, so then the length of the difference vector dotted with an 'up'
> normal would represent altitude (?)

I didn't know that.

>> What do you need it for? sunrise/sunset lighting?
>
> Yes, the earthShade factor should affect objects dependent on their
> altitude, basically I want glowing high-altitude clouds whereas the lower
> clouds are still dark.

Thought so. That would be yet another nice effect to add :)

On Mon, Jan 9, 2012 at 10:08 AM, Emilian Huminiuc wrote:
> In the transition shader (and the other terrain shaders), using gl_Vertex.z
> works as a good aproximation (it's used to determine if there should be snow
> painted, sometimes it behaves funny, but it's generally reliable enough),
> but for clouds maybe using the final value of gl_Position.z might give you
> what you want?

The gl_Vertex of the terrain has a different coordinate system
(presumably based on
(0,0,0) being the center of the tile at sealevel?) than the clouds
(where (0,0,0) is the
center of the sprite).

-Stuart

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