quakeforge/libs/video/renderer/glsl/quakeskb.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

34 lines
726 B
GLSL

uniform samplerCube sky;
uniform vec4 fog;
varying vec3 direction;
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)
{
vec3 dir = direction;
dir *= inversesqrt (dot (dir, dir));
// NOTE: quake's world and GL's world are rotated relative to each other
// quake has x right, y in, z up. gl has x right, y up, z out
// The textures are loaded with GL's z (quake's y) already negated, so
// all that's needed here is to swizzle y and z.
gl_FragColor = fogBlend (textureCube(sky, dir.xzy));
}