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30 lines
632 B
GLSL
30 lines
632 B
GLSL
varying vec4 pixelpos;
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//===========================================================================
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//
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// Main shader routine
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//
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//===========================================================================
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void main()
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{
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float fogdist;
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float fogfactor;
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//
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// calculate fog factor
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//
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#if (DEF_FOG_ENABLED == 1) && (DEF_FOG_RADIAL == 0) && (DEF_FOG_COLOURED == 1) // This was uFogEnabled = -1,, TODO check this
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{
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fogdist = pixelpos.w;
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}
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#else
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{
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fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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}
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#endif
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fogfactor = exp2 (uFogDensity * fogdist);
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gl_FragColor = vec4(uFogColor.rgb, 1.0 - fogfactor);
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}
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