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

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//precision mediump float;
uniform sampler2D texture;
uniform vec4 fog;
varying vec4 color;
varying vec2 st;
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.w));
return mix (fog_color, color, f);
}
void
main (void)
{
gl_FragColor = fogBlend (texture2D (texture, st) * color);
}