mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 08:00:51 +00:00
731236ee07
Sprites and particles don't seem to be getting fogged correctly, but bsp and alias models are working.
34 lines
685 B
GLSL
34 lines
685 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.w));
|
|
return mix (fog_color, color, f);
|
|
}
|
|
|
|
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));
|
|
}
|