From 9b058ce95b987b787608d558c34db1c7ee1c683b Mon Sep 17 00:00:00 2001 From: Spoike Date: Sun, 12 Jul 2015 00:35:11 +0000 Subject: [PATCH] sky should accept fog somehow. this is the glass ceiling method. every method sucks. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4941 fc73d0e0-1445-4013-8a0c-d673dee63da5 --- engine/shaders/glsl/defaultsky.glsl | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/engine/shaders/glsl/defaultsky.glsl b/engine/shaders/glsl/defaultsky.glsl index 63ea43e6c..286836857 100644 --- a/engine/shaders/glsl/defaultsky.glsl +++ b/engine/shaders/glsl/defaultsky.glsl @@ -1,3 +1,6 @@ +!!permu FOG +#include "sys/fog.h" + //regular sky shader for scrolling q1 skies //the sky surfaces are thrown through this as-is. @@ -25,6 +28,6 @@ void main () vec3 solid = vec3(texture2D(s_t0, tccoord)); tccoord = (dir.xy + e_time*0.0625); vec4 clouds = texture2D(s_t1, tccoord); - gl_FragColor.rgb = (solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb); + gl_FragColor.rgb = fog3((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb)); } #endif