quakeforge/libs/video/renderer/glsl/quakebsp.frag
Bill Currie 7d8b0f96d6 Correct the fog distance calculations.
It turns out the pixel's z coord is correctly obtailed by
gl_FragCoord.z/gl_FragCoord.w.
2012-07-17 19:10:10 +09:00

36 lines
655 B
GLSL

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