gzdoom/wadsrc/static/shaders/glsl/fogboundary.fp

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layout(location=2) in vec4 pixelpos;
layout(location=0) out vec4 FragColor;
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#ifdef GBUFFER_PASS
layout(location=1) out vec4 FragFog;
layout(location=2) out vec4 FragNormal;
#endif
//===========================================================================
//
// Main shader routine
//
//===========================================================================
void main()
{
float fogdist;
float fogfactor;
//
// calculate fog factor
//
if (uFogEnabled == -1)
{
fogdist = pixelpos.w;
}
else
{
fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
}
fogfactor = exp2 (uFogDensity * fogdist);
FragColor = vec4(uFogColor.rgb, 1.0 - fogfactor);
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#ifdef GBUFFER_PASS
FragFog = vec4(0.0, 0.0, 0.0, 1.0);
FragNormal = vec4(0.5, 0.5, 0.5, 1.0);
#endif
}