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Add fog include and amend parameters iaw new render/shader dialog

Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
Vivian Meazza 2011-11-28 15:02:20 +00:00
parent 04824c4230
commit b8d57b9474
3 changed files with 520 additions and 301 deletions

View file

@ -1,280 +1,492 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<PropertyList> <PropertyList>
<name>Effects/urban</name> <name>Effects/urban</name>
<inherits-from>Effects/terrain-default</inherits-from> <inherits-from>Effects/terrain-default</inherits-from>
<parameters> <parameters>
<snow-level><use>/sim/rendering/snow-level-m</use></snow-level> <snow-level>
<depth-factor type="float">0.008</depth-factor> <use>/sim/rendering/snow-level-m</use>
<night-color type="vec3d">0.75 0.59 0.05</night-color> </snow-level>
<quality-level><use>/sim/rendering/quality-level</use></quality-level> <depth-factor type="float">0.008</depth-factor>
</parameters> <night-color type="vec3d">0.75 0.59 0.05</night-color>
<generate> <quality-level>
<normal type="int">15</normal> <use>/sim/rendering/shaders/quality-level</use>
<tangent type="int">6</tangent> </quality-level>
<binormal type="int">7</binormal>
</generate> <!--fog include-->
<technique n="8"> <visibility>
<predicate> <use>/environment/ground-visibility-m</use>
<and> </visibility>
<property>/sim/rendering/urban-shader</property> <avisibility>
<property>/sim/rendering/shader-effects</property> <use>/environment/visibility-m</use>
<less-equal> </avisibility>
<value type="float">4.0</value> <lthickness>
<float-property>/sim/rendering/quality-level</float-property> <use>/environment/ground-haze-thickness-m</use>
</less-equal> </lthickness>
<or> <scattering>
<less-equal> <use>/rendering/scene/scattering</use>
<value type="float">2.0</value> </scattering>
<glversion/> <terminator>
</less-equal> <use>/environment/terminator-relative-position-m</use>
<and> </terminator>
<extension-supported>GL_ARB_shader_objects</extension-supported> <fogtype>
<extension-supported>GL_ARB_shading_language_100</extension-supported> <use>/sim/rendering/scattering-shader</use>
<extension-supported>GL_ARB_vertex_shader</extension-supported> </fogtype>
<extension-supported>GL_ARB_fragment_shader</extension-supported> <!-- END fog include -->
</and>
</or> </parameters>
</and> <generate>
</predicate> <normal type="int">15</normal>
<pass> <tangent type="int">6</tangent>
<lighting>true</lighting> <binormal type="int">7</binormal>
<material> </generate>
<ambient><use>material/ambient</use></ambient> <technique n="8">
<diffuse><use>material/diffuse</use></diffuse> <predicate>
<specular><use>material/specular</use></specular> <and>
<color-mode>ambient-and-diffuse</color-mode> <property>/sim/rendering/shaders/urban</property>
</material> <property>/sim/rendering/shaders/quality-level</property>
<blend><use>transparent</use></blend> <less-equal>
<alpha-test><use>transparent</use></alpha-test> <value type="float">4.0</value>
<shade-model>smooth</shade-model> <float-property>/sim/rendering/shaders/quality-level</float-property>
<cull-face>back</cull-face> </less-equal>
<render-bin> <or>
<bin-number><use>render-bin/bin-number</use></bin-number> <less-equal>
<bin-name><use>render-bin/bin-name</use></bin-name> <value type="float">2.0</value>
</render-bin> <glversion/>
<texture-unit> </less-equal>
<unit>0</unit> <and>
<image><use>texture[0]/image</use></image> <extension-supported>GL_ARB_shader_objects</extension-supported>
<filter><use>texture[0]/filter</use></filter> <extension-supported>GL_ARB_shading_language_100</extension-supported>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s> <extension-supported>GL_ARB_vertex_shader</extension-supported>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t> <extension-supported>GL_ARB_fragment_shader</extension-supported>
<internal-format> </and>
<use>texture[0]/internal-format</use> </or>
</internal-format> </and>
</texture-unit> </predicate>
<texture-unit> <pass>
<unit>1</unit> <lighting>true</lighting>
<image><use>texture[2]/image</use></image> <material>
<filter><use>texture[2]/filter</use></filter> <ambient>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s> <use>material/ambient</use>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t> </ambient>
<internal-format><use>texture[2]/internal-format</use></internal-format> <diffuse>
</texture-unit> <use>material/diffuse</use>
<texture-unit> </diffuse>
<unit>2</unit> <specular>
<image><use>texture[2]/image</use></image> <use>material/specular</use>
<filter>nearest-mipmap-nearest</filter> </specular>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s> <color-mode>ambient-and-diffuse</color-mode>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t> </material>
<internal-format><use>texture[2]/internal-format</use></internal-format> <blend>
<mipmap-control> <use>transparent</use>
<function-r>average</function-r> </blend>
<function-g>average</function-g> <alpha-test>
<function-b>average</function-b> <use>transparent</use>
<function-a>min</function-a> </alpha-test>
</mipmap-control> <shade-model>smooth</shade-model>
</texture-unit> <cull-face>back</cull-face>
<texture-unit> <render-bin>
<unit>3</unit> <bin-number>
<type>noise</type> <use>render-bin/bin-number</use>
</texture-unit> </bin-number>
<program> <bin-name>
<vertex-shader>Shaders/urban.vert</vertex-shader> <use>render-bin/bin-name</use>
<fragment-shader>Shaders/urban.frag</fragment-shader> </bin-name>
<attribute> </render-bin>
<name>tangent</name> <texture-unit>
<index>6</index> <unit>0</unit>
</attribute> <image>
<attribute> <use>texture[0]/image</use>
<name>binormal</name> </image>
<index>7</index> <filter>
</attribute> <use>texture[0]/filter</use>
<attribute> </filter>
<name>normal</name> <wrap-s>
<index>15</index> <use>texture[0]/wrap-s</use>
</attribute> </wrap-s>
</program> <wrap-t>
<uniform> <use>texture[0]/wrap-t</use>
<name>BaseTex</name> </wrap-t>
<type>sampler-2d</type> <internal-format>
<value type="int">0</value> <use>texture[0]/internal-format</use>
</uniform> </internal-format>
<uniform> </texture-unit>
<name>NormalTex</name> <texture-unit>
<type>sampler-2d</type> <unit>1</unit>
<value type="int">1</value> <image>
</uniform> <use>texture[2]/image</use>
<uniform> </image>
<name>QDMTex</name> <filter>
<type>sampler-2d</type> <use>texture[2]/filter</use>
<value type="int">2</value> </filter>
</uniform> <wrap-s>
<uniform> <use>texture[2]/wrap-s</use>
<name>NoiseTex</name> </wrap-s>
<type>sampler-3d</type> <wrap-t>
<value type="int">3</value> <use>texture[2]/wrap-t</use>
</uniform> </wrap-t>
<uniform> <internal-format>
<name>depth_factor</name> <use>texture[2]/internal-format</use>
<type>float</type> </internal-format>
<value><use>depth-factor</use></value> </texture-unit>
</uniform> <texture-unit>
<uniform> <unit>2</unit>
<name>tile_size</name> <image>
<type>float</type> <use>texture[2]/image</use>
<value><use>xsize</use></value> </image>
</uniform> <filter>nearest-mipmap-nearest</filter>
<uniform> <wrap-s>
<name>night_color</name> <use>texture[2]/wrap-s</use>
<type>float-vec3</type> </wrap-s>
<value><use>night-color</use></value> <wrap-t>
</uniform> <use>texture[2]/wrap-t</use>
<uniform> </wrap-t>
<name>quality_level</name> <internal-format>
<type>float</type> <use>texture[2]/internal-format</use>
<value><use>quality-level</use></value> </internal-format>
</uniform> <mipmap-control>
<uniform> <function-r>average</function-r>
<name>snowlevel</name> <function-g>average</function-g>
<type>float</type> <function-b>average</function-b>
<value><use>snow-level</use></value> <function-a>min</function-a>
</uniform> </mipmap-control>
<uniform> </texture-unit>
<name>max_lod_level</name> <texture-unit>
<type>float</type> <unit>3</unit>
<value><use>max-lod-level</use></value> <type>noise</type>
</uniform> </texture-unit>
</pass> <program>
</technique> <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<technique n="9"> <vertex-shader n="1">Shaders/urban.vert</vertex-shader>
<predicate> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<and> <fragment-shader n="1">Shaders/urban.frag</fragment-shader>
<property>/sim/rendering/urban-shader</property> <attribute>
<property>/sim/rendering/shader-effects</property> <name>tangent</name>
<less-equal> <index>6</index>
<value type="float">2.0</value> </attribute>
<float-property>/sim/rendering/quality-level</float-property> <attribute>
</less-equal> <name>binormal</name>
<or> <index>7</index>
<less-equal> </attribute>
<value type="float">2.0</value> <attribute>
<glversion/> <name>normal</name>
</less-equal> <index>15</index>
<and> </attribute>
<extension-supported>GL_ARB_shader_objects</extension-supported> </program>
<extension-supported>GL_ARB_shading_language_100</extension-supported> <uniform>
<extension-supported>GL_ARB_vertex_shader</extension-supported> <name>BaseTex</name>
<extension-supported>GL_ARB_fragment_shader</extension-supported> <type>sampler-2d</type>
</and> <value type="int">0</value>
</or> </uniform>
</and> <uniform>
</predicate> <name>NormalTex</name>
<pass> <type>sampler-2d</type>
<lighting>true</lighting> <value type="int">1</value>
<material> </uniform>
<ambient><use>material/ambient</use></ambient> <uniform>
<diffuse><use>material/diffuse</use></diffuse> <name>QDMTex</name>
<specular><use>material/specular</use></specular> <type>sampler-2d</type>
<color-mode>ambient-and-diffuse</color-mode> <value type="int">2</value>
</material> </uniform>
<blend><use>transparent</use></blend> <uniform>
<alpha-test><use>transparent</use></alpha-test> <name>NoiseTex</name>
<shade-model>smooth</shade-model> <type>sampler-3d</type>
<cull-face>back</cull-face> <value type="int">3</value>
<render-bin> </uniform>
<bin-number><use>render-bin/bin-number</use></bin-number> <uniform>
<bin-name><use>render-bin/bin-name</use></bin-name> <name>depth_factor</name>
</render-bin> <type>float</type>
<texture-unit> <value>
<unit>0</unit> <use>depth-factor</use>
<image><use>texture[0]/image</use></image> </value>
<filter><use>texture[0]/filter</use></filter> </uniform>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s> <uniform>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t> <name>tile_size</name>
<internal-format> <type>float</type>
<use>texture[0]/internal-format</use> <value>
</internal-format> <use>xsize</use>
</texture-unit> </value>
<texture-unit> </uniform>
<unit>1</unit> <uniform>
<image><use>texture[2]/image</use></image> <name>night_color</name>
<filter><use>texture[2]/filter</use></filter> <type>float-vec3</type>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s> <value>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t> <use>night-color</use>
<internal-format> </value>
<use>texture[2]/internal-format</use> </uniform>
</internal-format> <uniform>
</texture-unit> <name>quality_level</name>
<texture-unit> <type>float</type>
<unit>2</unit> <value>
<type>noise</type> <use>quality-level</use>
</texture-unit> </value>
<program> </uniform>
<vertex-shader>Shaders/urban.vert</vertex-shader> <uniform>
<fragment-shader>Shaders/urban.frag</fragment-shader> <name>snowlevel</name>
<attribute> <type>float</type>
<name>tangent</name> <value>
<index>6</index> <use>snow-level</use>
</attribute> </value>
<attribute> </uniform>
<name>binormal</name> <uniform>
<index>7</index> <name>max_lod_level</name>
</attribute> <type>float</type>
<attribute> <value>
<name>normal</name> <use>max-lod-level</use>
<index>15</index> </value>
</attribute> </uniform>
</program> <!-- BEGIN fog include -->
<uniform> <uniform>
<name>BaseTex</name> <name>visibility</name>
<type>sampler-2d</type> <type>float</type>
<value type="int">0</value> <value>
</uniform> <use>visibility</use>
<uniform> </value>
<name>NormalTex</name> </uniform>
<type>sampler-2d</type> <uniform>
<value type="int">1</value> <name>avisibility</name>
</uniform> <type>float</type>
<uniform> <value>
<name>NoiseTex</name> <use>avisibility</use>
<type>sampler-3d</type> </value>
<value type="int">2</value> </uniform>
</uniform> <uniform>
<uniform> <name>hazeLayerAltitude</name>
<name>depth_factor</name> <type>float</type>
<type>float</type> <value>
<value><use>depth-factor</use></value> <use>lthickness</use>
</uniform> </value>
<uniform> </uniform>
<name>tile_size</name> <uniform>
<type>float</type> <name>scattering</name>
<value><use>xsize</use></value> <type>float</type>
</uniform> <value>
<uniform> <use>scattering</use>
<name>night_color</name> </value>
<type>float-vec3</type> </uniform>
<value><use>night-color</use></value> <uniform>
</uniform> <name>terminator</name>
<uniform> <type>float</type>
<name>quality_level</name> <value>
<type>float</type> <use>terminator</use>
<value><use>quality-level</use></value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>snowlevel</name> <name>fogType</name>
<type>float</type> <type>int</type>
<value><use>snow-level</use></value> <value>
</uniform> <use>fogtype</use>
</pass> </value>
</technique> </uniform>
<!-- END fog include -->
</pass>
</technique>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/urban</property>
<!--<property>/sim/rendering/shader-effects</property>-->
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/shaders/quality-level</float-property>
</less-equal>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/urban.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/urban.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
<attribute>
<name>normal</name>
<index>15</index>
</attribute>
</program>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value>
<use>xsize</use>
</value>
</uniform>
<uniform>
<name>night_color</name>
<type>float-vec3</type>
<value>
<use>night-color</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList> </PropertyList>

View file

@ -33,6 +33,12 @@ int linear_search_steps = 10;
int GlobalIterationCount = 0; int GlobalIterationCount = 0;
int gIterationCap = 64; int gIterationCap = 64;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
void QDM(inout vec3 p, inout vec3 v) void QDM(inout vec3 p, inout vec3 v)
{ {
const int MAX_LEVEL = TEXTURE_MIP_LEVELS; const int MAX_LEVEL = TEXTURE_MIP_LEVELS;
@ -43,9 +49,9 @@ void QDM(inout vec3 p, inout vec3 v)
vec3 p2 = p; vec3 p2 = p;
float level = MAX_LEVEL; float level = MAX_LEVEL;
vec2 dirSign = (sign(v.xy) + 1.0) * 0.5; vec2 dirSign = (sign(v.xy) + 1.0) * 0.5;
GlobalIterationCount = 0; GlobalIterationCount = 0;
float d = 0.0; float d = 0.0;
while (level >= 0.0 && GlobalIterationCount < gIterationCap) while (level >= 0.0 && GlobalIterationCount < gIterationCap)
{ {
@ -77,8 +83,8 @@ void QDM(inout vec3 p, inout vec3 v)
level++; level++;
//use additional convergence speed-up //use additional convergence speed-up
#ifdef USE_QDM_ASCEND_INTERVAL #ifdef USE_QDM_ASCEND_INTERVAL
if(frac(level*0.5) > EPSILON) if(frac(level*0.5) > EPSILON)
level++; level++;
#elseif USE_QDM_ASCEND_CONST #elseif USE_QDM_ASCEND_CONST
level++; level++;
@ -113,10 +119,10 @@ void QDM(inout vec3 p, inout vec3 v)
float ray_intersect_QDM(vec2 dp, vec2 ds) float ray_intersect_QDM(vec2 dp, vec2 ds)
{ {
vec3 p = vec3( dp, 0.0 ); vec3 p = vec3( dp, 0.0 );
vec3 v = vec3( ds, 1.0 ); vec3 v = vec3( ds, 1.0 );
QDM( p, v ); QDM( p, v );
return p.z; return p.z;
} }
float ray_intersect_relief(vec2 dp, vec2 ds) float ray_intersect_relief(vec2 dp, vec2 ds)
@ -154,10 +160,10 @@ float ray_intersect_relief(vec2 dp, vec2 ds)
float ray_intersect(vec2 dp, vec2 ds) float ray_intersect(vec2 dp, vec2 ds)
{ {
if ( quality_level >= 4.0 ) if ( quality_level >= 4.0 )
return ray_intersect_QDM( dp, ds ); return ray_intersect_QDM( dp, ds );
else else
return ray_intersect_relief( dp, ds ); return ray_intersect_relief( dp, ds );
} }
void main (void) void main (void)
@ -206,12 +212,6 @@ void main (void)
emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2.0) -0.2; emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2.0) -0.2;
ambient_light += (emission_factor * vec4(night_color, 0.0)); ambient_light += (emission_factor * vec4(night_color, 0.0));
float fogFactor;
float fogCoord = ecPos3.z / (1.0 + smoothstep(0.3, 0.7, emission_factor));
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale); vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale); vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
@ -225,19 +225,19 @@ void main (void)
n += noisevec[2]*0.8; n += noisevec[2]*0.8;
n += noisevec[3]*2.1; n += noisevec[3]*2.1;
n = mix(0.6, n, fogFactor); n = mix(0.6, n, length(ecPosition.xyz) );
vec4 finalColor = texture2D(BaseTex, uv); vec4 finalColor = texture2D(BaseTex, uv);
finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0),
step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0)); step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
finalColor *= ambient_light; finalColor *= ambient_light;
if (gl_Fog.density == 1.0)
fogFactor=1.0;
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 ); vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
vec4 iproj = gl_ProjectionMatrix * p; vec4 iproj = gl_ProjectionMatrix * p;
iproj /= iproj.w; iproj /= iproj.w;
gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
gl_FragColor = finalColor;
gl_FragDepth = (iproj.z+1.0)/2.0; gl_FragDepth = (iproj.z+1.0)/2.0;
} }

View file

@ -12,6 +12,12 @@ varying vec4 constantColor;
attribute vec3 tangent, binormal; attribute vec3 tangent, binormal;
////fog "include"////////
uniform int fogType;
void fog_func(int type);
/////////////////////////
void main(void) void main(void)
{ {
rawpos = gl_Vertex; rawpos = gl_Vertex;
@ -25,4 +31,5 @@ void main(void)
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform(); gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
fog_func(fogType);
} }