quakeforge/libs/video/renderer/glsl/quakepnt.frag

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GLSL
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//precision mediump float;
uniform sampler2D palette;
uniform vec4 fog;
varying float color;
float
sqr (float x)
{
return x * x;
}
vec4
fogBlend (vec4 color)
{
float f;
vec4 fog_color = vec4 (fog.rgb, 1.0);
f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
}
void
main (void)
{
if (color == 1.0)
discard;
gl_FragColor = fogBlend (texture2D (palette, vec2 (color, 0.0)));
}