Standardized fog
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
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0adb61f2a7
commit
06e0e5a057
2 changed files with 33 additions and 10 deletions
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@ -1,9 +1,22 @@
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uniform sampler2D baseTexture;
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varying float fogFactor;
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#version 120
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uniform sampler2D baseTexture;
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//varying float fogFactor;
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//varying vec4 PointPos;
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//varying vec4 EyePos;
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void main(void)
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{
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////fog "include" /////
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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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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vec4 finalColor = base * gl_Color;
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gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor );
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if (base.a <= 0.01)
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discard;
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vec4 fragColor = base * gl_Color;
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//gl_FragColor = vec4(mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor ), finalColor.a);
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fragColor.rgb = fog_Func(fragColor.rgb, fogType);
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gl_FragColor = fragColor;
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}
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@ -3,8 +3,15 @@
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// normal - x y scaling, z number of varieties
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// fog coord - rotation
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// color - xyz of tree quad origin, replicated 4 times.
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#version 120
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//varying float fogCoord;
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varying vec3 PointPos;
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//varying vec4 EyePos;
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////fog "include"////////
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uniform int fogType;
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varying float fogFactor;
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void fog_Func(int type);
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/////////////////////////
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void main(void)
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{
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@ -30,7 +37,10 @@ void main(void)
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vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;
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gl_FrontColor = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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float fogCoord = abs(ecPosition.z);
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fogFactor = exp( -gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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//fogCoord = abs(ecPosition.z);
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//fogFactor = exp( -gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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//fogFactor = clamp(fogFactor, 0.0, 1.0);
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// fog_Func(fogType);
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PointPos = ecPosition;
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//EyePos = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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}
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