2019-10-25 23:42:48 +00:00
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#version 120
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2020-04-04 15:57:33 +00:00
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uniform float fg_Fcoef;
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2019-10-25 23:42:48 +00:00
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uniform sampler2D baseTexture;
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varying float fogFactor;
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varying vec3 hazeColor;
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2020-04-04 15:57:33 +00:00
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varying float flogz;
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2019-10-25 23:42:48 +00:00
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vec3 filter_combined (in vec3 color) ;
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void main(void)
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{
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vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
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if (base.a < 0.02)
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discard;
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vec4 finalColor = base * gl_Color;
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finalColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );
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finalColor.rgb = filter_combined(finalColor.rgb);
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gl_FragColor.rgb = finalColor.rgb;
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gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor));
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2020-04-04 15:57:33 +00:00
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// logarithmic depth
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gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
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2019-10-25 23:42:48 +00:00
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}
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