quakeforge/libs/video/renderer/glsl/quakepnt.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

29 lines
466 B
GLSL

//precision mediump float;
uniform sampler2D palette;
uniform vec4 fog;
varying float 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)
{
if (color == 1.0)
discard;
gl_FragColor = fogBlend (texture2D (palette, vec2 (color, 0.0)));
}