mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 08:00:51 +00:00
7d8b0f96d6
It turns out the pixel's z coord is correctly obtailed by gl_FragCoord.z/gl_FragCoord.w.
29 lines
466 B
GLSL
29 lines
466 B
GLSL
//precision mediump float;
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uniform sampler2D palette;
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uniform vec4 fog;
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varying float color;
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float
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sqr (float x)
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{
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return x * x;
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}
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vec4
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fogBlend (vec4 color)
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{
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float f;
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vec4 fog_color = vec4 (fog.rgb, 1.0);
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f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
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return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
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}
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void
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main (void)
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{
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if (color == 1.0)
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discard;
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gl_FragColor = fogBlend (texture2D (palette, vec2 (color, 0.0)));
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}
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