2012-01-12 02:05:34 +00:00
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uniform samplerCube sky;
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2012-01-29 01:27:28 +00:00
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uniform vec4 fog;
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2012-01-12 02:05:34 +00:00
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varying vec3 direction;
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2012-01-29 01:27:28 +00:00
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float
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sqr (float x)
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{
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return x * x;
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}
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vec4
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fogBlend (vec4 color)
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{
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float f;
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vec4 fog_color = vec4 (fog.rgb, 1.0);
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2012-07-17 10:10:10 +00:00
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f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
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2012-07-17 10:08:36 +00:00
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return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
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2012-01-29 01:27:28 +00:00
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}
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2012-01-12 02:05:34 +00:00
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void
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main (void)
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{
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vec3 dir = direction;
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2012-01-12 06:13:19 +00:00
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// NOTE: quake's world and GL's world are rotated relative to each other
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// quake has x right, y in, z up. gl has x right, y up, z out
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// The textures are loaded with GL's z (quake's y) already negated, so
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// all that's needed here is to swizzle y and z.
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2012-01-29 01:27:28 +00:00
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gl_FragColor = fogBlend (textureCube(sky, dir.xzy));
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2012-01-12 02:05:34 +00:00
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}
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