mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-12 00:01:43 +00:00
731236ee07
Sprites and particles don't seem to be getting fogged correctly, but bsp and alias models are working.
43 lines
798 B
GLSL
43 lines
798 B
GLSL
uniform sampler2D spritea;
|
|
uniform sampler2D spriteb;
|
|
uniform sampler2D palette;
|
|
uniform vec4 fog;
|
|
|
|
varying float blend;
|
|
varying vec4 colora, colorb;
|
|
varying vec2 sta, stb;
|
|
|
|
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)
|
|
{
|
|
float pixa, pixb;
|
|
vec4 cola, colb;
|
|
vec4 col;
|
|
|
|
pixa = texture2D (spritea, sta).r;
|
|
pixb = texture2D (spriteb, stb).r;
|
|
if (pixa == 1.0 && pixb == 1.0)
|
|
discard;
|
|
cola = texture2D (palette, vec2 (pixa, 0.0)) * colora;
|
|
colb = texture2D (palette, vec2 (pixb, 0.0)) * colorb;
|
|
col = mix (cola, colb, blend);
|
|
if (col.a == 0.0)
|
|
discard;
|
|
gl_FragColor = fogBlend (col);
|
|
}
|