qzdoom/wadsrc/static/shaders_gles/glsl/fogboundary.fp

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