Im currently trying to convert a shader by Sean O'Neil to version 330 so i can try it out in a application im writing. Im having some issues with deprecated functions, so i replaced them, but im almost completely new to glsl, so i probably did a mistake somewhere.
Original shaders can be found here: http://www.gamedev.net/topic/592043-solved-trying-to-use-atmospheric-scattering-oneill-2004-but-get-black-sphere/
My horrible attempt at converting them:
#version 330 core // Input vertex data, different for all executions of this shader. layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 2) in vec3 vertexNormal_modelspace; uniform vec3 v3CameraPos; // The camera's current