fteqw/engine/shaders/vulkan/sys/fog.h
Spoike 27a59a0cbc LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
vulkan, wasapi, quake injector features added.
irc, avplug, cef plugins/drivers reworked/updated/added
openal reverb, doppler effects added.
'dir' console command now attempts to view clicked files.
lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...).
SendEntity finally reworked to use flags properly.
effectinfo improved, other smc-targetted fixes.
mapcluster stuff now has support for linux.
.basebone+.baseframe now exist in ssqc.
qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though.
qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc.
qccgui: can cope a little better with non-unicode files. can now represent most quake chars.
qcc: suppressed warnings from *extensions.qc

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-12 00:40:13 +00:00

59 lines
No EOL
1.7 KiB
C

#ifdef FRAGMENT_SHADER
#define w_fogcolour w_fogcolours.rgb
#define w_fogalpha w_fogcolours.a
vec3 fog3(in vec3 regularcolour)
{
if (!FOG)
return regularcolour;
float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
z = max(0.0,z-w_fogdepthbias);
if (cvar_r_fog_exp2)
z *= z;
float fac = exp2(-(z * 1.442695));
fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
return mix(w_fogcolour, regularcolour, fac);
}
vec3 fog3additive(in vec3 regularcolour)
{
if (!FOG)
return regularcolour;
float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
z = max(0.0,z-w_fogdepthbias);
if (cvar_r_fog_exp2)
z *= z;
float fac = exp2(-(z * 1.442695));
fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
return regularcolour * fac;
}
vec4 fog4(in vec4 regularcolour)
{
if (!FOG)
return regularcolour;
return vec4(fog3(regularcolour.rgb), 1.0) * regularcolour.a;
}
vec4 fog4additive(in vec4 regularcolour)
{
if (!FOG)
return regularcolour;
float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
z = max(0.0,z-w_fogdepthbias);
if (cvar_r_fog_exp2)
z *= z;
float fac = exp2(-(z * 1.442695));
fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
return regularcolour * vec4(fac, fac, fac, 1.0);
}
vec4 fog4blend(in vec4 regularcolour)
{
if (!FOG)
return regularcolour;
float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
z = max(0.0,z-w_fogdepthbias);
if (cvar_r_fog_exp2)
z *= z;
float fac = exp2(-(z * 1.442695));
fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
return regularcolour * vec4(1.0, 1.0, 1.0, fac);
}
#endif