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fgdata/Shaders/fog.frag

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GLSL
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uniform sampler2D depth_tex;
uniform sampler2D normal_tex;
uniform sampler2D color_tex;
uniform sampler2D spec_emis_tex;
uniform vec4 fg_FogColor;
uniform float fg_FogDensity;
uniform vec3 fg_Planes;
varying vec3 ray;
vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
void main() {
vec2 coords = gl_TexCoord[0].xy;
float initialized = texture2D( spec_emis_tex, coords ).a;
if ( initialized < 0.1 )
discard;
vec3 normal;
vec3 pos = position( normalize(ray), coords, depth_tex );
float fogFactor = 0.0;
const float LOG2 = 1.442695;
fogFactor = exp2(-fg_FogDensity * fg_FogDensity * pos.z * pos.z * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
gl_FragColor = vec4(fg_FogColor.rgb, 1.0 - fogFactor);
}