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fgdata/Shaders/fog.frag

31 lines
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GLSL

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