31 lines
1 KiB
GLSL
31 lines
1 KiB
GLSL
uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D color_tex;
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uniform sampler2D spec_emis_tex;
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uniform vec4 fg_FogColor;
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uniform float fg_FogDensity;
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uniform vec3 fg_Planes;
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varying vec3 ray;
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void main() {
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vec2 coords = gl_TexCoord[0].xy;
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float initialized = texture2D( spec_emis_tex, coords ).a;
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if ( initialized < 0.1 )
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discard;
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vec3 normal;
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normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);
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normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );
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float len = length(normal);
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normal /= len;
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vec3 viewDir = normalize(ray);
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float depth = texture2D( depth_tex, coords ).r;
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vec3 pos;
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pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
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pos.xy = viewDir.xy / viewDir.z * pos.z;
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float fogFactor = 0.0;
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const float LOG2 = 1.442695;
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fogFactor = exp2(-fg_FogDensity * fg_FogDensity * pos.z * pos.z * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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gl_FragColor = vec4(fg_FogColor.rgb, 1.0 - fogFactor);
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}
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