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

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uniform sampler2D colormap;
uniform sampler2D texture;
uniform sampler2D lightmap;
uniform vec4 fog;
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varying vec2 tst;
varying vec2 lst;
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varying vec4 color;
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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);
}
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void
main (void)
{
float pix = texture2D (texture, tst).r;
float light = texture2D (lightmap, lst).r;
float col;
vec4 c;
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c = texture2D (colormap, vec2 (pix, light * 4.0)) * color;
gl_FragColor = fogBlend (c);
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}