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[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.
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3 changed files with 3 additions and 5 deletions
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@ -43,7 +43,7 @@ gl_Fog_SetupFrame (void)
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Fog_GetColor (fogcolor);
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qfglFogfv (GL_FOG_COLOR, fogcolor);
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qfglFogf (GL_FOG_DENSITY, Fog_GetDensity () / 64.0);
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qfglFogi (GL_FOG_MODE, GL_EXP2);
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qfglFogi (GL_FOG_MODE, GL_EXP);
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}
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@ -155,7 +155,7 @@ fogBlend (vec4 color)
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float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
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vec4 fog_color = vec4 (fog.rgb, 1.0);
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fog_factor = exp (-az * az);
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fog_factor = exp (-az);
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return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
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}
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@ -2,10 +2,8 @@ vec4
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FogBlend (vec4 color, vec4 fog)
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{
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float az = fog.a * 1 / gl_FragCoord.w;
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//float az = fog.a * (4 - gl_FragCoord.w);
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vec4 fog_color = vec4 (fog.rgb, 1.0);
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float fog_factor = exp (-az * az);
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//return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
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float fog_factor = exp (-az);
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return mix (fog_color, color, fog_factor);
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}
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