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fgdata/Compositor/Shaders/ALS/3dcloud.frag

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GLSL
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#version 120
uniform float fg_Fcoef;
uniform sampler2D baseTexture;
varying float fogFactor;
varying vec3 hazeColor;
varying float flogz;
vec3 filter_combined (in vec3 color) ;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
if (base.a < 0.02)
discard;
vec4 finalColor = base * gl_Color;
finalColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );
finalColor.rgb = filter_combined(finalColor.rgb);
gl_FragColor.rgb = finalColor.rgb;
gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor));
// logarithmic depth
gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}