mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-23 11:01:46 +00:00
7d8b0f96d6
It turns out the pixel's z coord is correctly obtailed by gl_FragCoord.z/gl_FragCoord.w.
42 lines
783 B
GLSL
42 lines
783 B
GLSL
uniform sampler2D colormap;
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uniform sampler2D skin;
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uniform float ambient;
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uniform float shadelight;
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uniform vec3 lightvec;
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uniform vec4 fog;
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varying vec3 normal;
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varying vec2 st;
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varying vec4 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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float pix = texture2D (skin, st).r;
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float light = ambient;
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float d, col;
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vec4 lit;
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d = dot (normal, lightvec);
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d = min (d, 0.0);
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light = 255.0 - light;
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light += d * shadelight;
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lit = texture2D (colormap, vec2 (pix, light / 255.0));
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gl_FragColor = fogBlend (lit * color);
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}
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