mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
7d8b0f96d6
It turns out the pixel's z coord is correctly obtailed by gl_FragCoord.z/gl_FragCoord.w.
36 lines
655 B
GLSL
36 lines
655 B
GLSL
uniform sampler2D colormap;
|
|
uniform sampler2D texture;
|
|
uniform sampler2D lightmap;
|
|
uniform vec4 fog;
|
|
|
|
varying vec2 tst;
|
|
varying vec2 lst;
|
|
varying vec4 color;
|
|
|
|
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)
|
|
{
|
|
float pix = texture2D (texture, tst).r;
|
|
float light = texture2D (lightmap, lst).r;
|
|
float col;
|
|
vec4 c;
|
|
|
|
c = texture2D (colormap, vec2 (pix, light * 4.0)) * color;
|
|
gl_FragColor = fogBlend (c);
|
|
}
|