gzdoom/wadsrc/static/shaders/scene/lightmode_default.glsl

28 lines
622 B
GLSL

vec4 Lightmode_Default()
{
vec4 color = vColor;
#if defined(FOG_BEFORE_LIGHTS)
// calculate fog factor
#if defined(FOG_RADIAL)
float fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
#else
float fogdist = max(16.0, pixelpos.w);
#endif
float fogfactor = exp2 (uFogDensity * fogdist);
// brightening around the player for light mode 2
if (fogdist < uLightDist)
{
color.rgb *= uLightFactor - (fogdist / uLightDist) * (uLightFactor - 1.0);
}
// apply light diminishing through fog equation
color.rgb = mix(vec3(0.0, 0.0, 0.0), color.rgb, fogfactor);
#endif
return color;
}