Shaders/include_fog.frag: better fix for the common fog function
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
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@ -6,7 +6,7 @@ vec3 fog_Func(vec3 color, int type)
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//if (type == 0){
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const float LOG2 = 1.442695;
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//float fogCoord =length(PointPos);
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float fogCoord = gl_FragCoord.z / gl_FragCoord.w;
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float fogCoord = gl_ProjectionMatrix[3].z/(gl_FragCoord.z * -2.0 + 1.0 - gl_ProjectionMatrix[2].z);
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float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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if(gl_Fog.density == 1.0)
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