mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-11 15:51:36 +00:00
7d8b0f96d6
It turns out the pixel's z coord is correctly obtailed by gl_FragCoord.z/gl_FragCoord.w.
28 lines
445 B
GLSL
28 lines
445 B
GLSL
//precision mediump float;
|
|
uniform sampler2D texture;
|
|
uniform vec4 fog;
|
|
|
|
varying vec4 color;
|
|
varying vec2 st;
|
|
|
|
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)
|
|
{
|
|
gl_FragColor = fogBlend (texture2D (texture, st) * color);
|
|
}
|