* r_fog_linear implementation for GLSL and Vulkan path * Linear fog in the non-GLSL backend
99 lines
No EOL
2.3 KiB
C
99 lines
No EOL
2.3 KiB
C
#ifdef FRAGMENT_SHADER
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#define w_fogcolour w_fogcolours.rgb
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#define w_fogalpha w_fogcolours.a
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vec3 fog3(in vec3 regularcolour)
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{
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if (!FOG)
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return regularcolour;
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float z;
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float fac;
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if (cvar_r_fog_linear) {
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z = gl_FragCoord.z / gl_FragCoord.w;
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fac = (w_fogdensity - z) / (w_fogdensity - w_fogdepthbias);
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} else {
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z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
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z = max(0.0,z-w_fogdepthbias);
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if (cvar_r_fog_exp2)
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z *= z;
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fac = exp2(-(z * 1.442695));
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}
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fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
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return mix(w_fogcolour, regularcolour, fac);
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}
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vec3 fog3additive(in vec3 regularcolour)
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{
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if (!FOG)
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return regularcolour;
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float z;
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float fac;
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if (cvar_r_fog_linear) {
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z = gl_FragCoord.z / gl_FragCoord.w;
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fac = (w_fogdensity - z) / (w_fogdensity - w_fogdepthbias);
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} else {
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z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
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z = max(0.0,z-w_fogdepthbias);
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if (cvar_r_fog_exp2)
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z *= z;
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fac = exp2(-(z * 1.442695));
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}
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fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
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return regularcolour * fac;
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}
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vec4 fog4(in vec4 regularcolour)
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{
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if (!FOG)
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return regularcolour;
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return vec4(fog3(regularcolour.rgb), 1.0) * regularcolour.a;
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}
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vec4 fog4additive(in vec4 regularcolour)
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{
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if (!FOG)
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return regularcolour;
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float z;
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float fac;
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if (cvar_r_fog_linear) {
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z = gl_FragCoord.z / gl_FragCoord.w;
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fac = (w_fogdensity - z) / (w_fogdensity - w_fogdepthbias);
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} else {
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z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
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z = max(0.0,z-w_fogdepthbias);
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if (cvar_r_fog_exp2)
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z *= z;
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fac = exp2(-(z * 1.442695));
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}
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fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
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return regularcolour * vec4(fac, fac, fac, 1.0);
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}
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vec4 fog4blend(in vec4 regularcolour)
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{
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if (!FOG)
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return regularcolour;
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float z;
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float fac;
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if (cvar_r_fog_linear) {
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z = gl_FragCoord.z / gl_FragCoord.w;
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fac = (w_fogdensity - z) / (w_fogdensity - w_fogdepthbias);
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} else {
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z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
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z = max(0.0,z-w_fogdepthbias);
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if (cvar_r_fog_exp2)
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z *= z;
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fac = exp2(-(z * 1.442695));
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}
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fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
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return regularcolour * vec4(1.0, 1.0, 1.0, fac);
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}
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#endif |