Shaders/include_fog.frag: better fix for the common fog function
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
parent
abce54aa2a
commit
4af61aba47
1 changed files with 1 additions and 1 deletions
|
@ -6,7 +6,7 @@ vec3 fog_Func(vec3 color, int type)
|
||||||
//if (type == 0){
|
//if (type == 0){
|
||||||
const float LOG2 = 1.442695;
|
const float LOG2 = 1.442695;
|
||||||
//float fogCoord =length(PointPos);
|
//float fogCoord =length(PointPos);
|
||||||
float fogCoord = gl_FragCoord.z / gl_FragCoord.w;
|
float fogCoord = gl_ProjectionMatrix[3].z/(gl_FragCoord.z * -2.0 + 1.0 - gl_ProjectionMatrix[2].z);
|
||||||
float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
||||||
|
|
||||||
if(gl_Fog.density == 1.0)
|
if(gl_Fog.density == 1.0)
|
||||||
|
|
Loading…
Reference in a new issue