[renderer] Switch fog to be simple exponential

I don't know why exp(-dist^2) was thought to be a good idea, it's not at
all correct, and I think exp(-dist) looks better.
This commit is contained in:
Bill Currie 2024-01-21 01:27:49 +09:00
parent 2d56d21a24
commit fea08de4cb
3 changed files with 3 additions and 5 deletions

View file

@ -43,7 +43,7 @@ gl_Fog_SetupFrame (void)
Fog_GetColor (fogcolor);
qfglFogfv (GL_FOG_COLOR, fogcolor);
qfglFogf (GL_FOG_DENSITY, Fog_GetDensity () / 64.0);
qfglFogi (GL_FOG_MODE, GL_EXP2);
qfglFogi (GL_FOG_MODE, GL_EXP);
}

View file

@ -155,7 +155,7 @@ fogBlend (vec4 color)
float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
vec4 fog_color = vec4 (fog.rgb, 1.0);
fog_factor = exp (-az * az);
fog_factor = exp (-az);
return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
}

View file

@ -2,10 +2,8 @@ vec4
FogBlend (vec4 color, vec4 fog)
{
float az = fog.a * 1 / gl_FragCoord.w;
//float az = fog.a * (4 - gl_FragCoord.w);
vec4 fog_color = vec4 (fog.rgb, 1.0);
float fog_factor = exp (-az * az);
//return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
float fog_factor = exp (-az);
return mix (fog_color, color, fog_factor);
}