mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
Fog applied to line objects.
This commit is contained in:
9
shaders/apply_fog.glsl
Normal file
9
shaders/apply_fog.glsl
Normal file
@@ -0,0 +1,9 @@
|
||||
vec3 apply_fog(vec3 color)
|
||||
{
|
||||
float sun_amount = 0.0;
|
||||
if (lights_count >= 1U && lights[0].type == LIGHT_DIR)
|
||||
sun_amount = max(dot(normalize(f_pos.xyz), normalize(-lights[0].dir)), 0.0);
|
||||
vec3 fog_color_v = mix(fog_color, lights[0].color, pow(sun_amount, 30.0));
|
||||
float fog_amount_v = 1.0 - min(1.0, exp(-length(f_pos.xyz) * fog_density));
|
||||
return mix(color, fog_color_v, fog_amount_v);
|
||||
}
|
||||
@@ -1,3 +1,5 @@
|
||||
#include <apply_fog.glsl>
|
||||
|
||||
float calc_shadow()
|
||||
{
|
||||
#if SHADOWMAP_ENABLED
|
||||
@@ -23,16 +25,6 @@ float calc_shadow()
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 apply_fog(vec3 color)
|
||||
{
|
||||
float sun_amount = 0.0;
|
||||
if (lights_count >= 1U && lights[0].type == LIGHT_DIR)
|
||||
sun_amount = max(dot(normalize(f_pos.xyz), normalize(-lights[0].dir)), 0.0);
|
||||
vec3 fog_color_v = mix(fog_color, lights[0].color, pow(sun_amount, 30.0));
|
||||
float fog_amount_v = 1.0 - min(1.0, exp(-length(f_pos.xyz) * fog_density));
|
||||
return mix(color, fog_color_v, fog_amount_v);
|
||||
}
|
||||
|
||||
// [0] - diffuse, [1] - specular
|
||||
// do magic here
|
||||
vec2 calc_light(vec3 light_dir)
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include <common>
|
||||
|
||||
in vec4 f_pos;
|
||||
in vec4 f_clip_pos;
|
||||
in vec4 f_clip_future_pos;
|
||||
|
||||
@@ -9,10 +10,11 @@ layout(location = 1) out vec4 out_motion;
|
||||
#endif
|
||||
|
||||
#include <tonemapping.glsl>
|
||||
#include <apply_fog.glsl>
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = vec4(pow(param[0].rgb, vec3(2.2)), param[0].a);
|
||||
vec4 color = vec4(apply_fog(pow(param[0].rgb, vec3(2.2))), param[0].a);
|
||||
#if POSTFX_ENABLED
|
||||
out_color = color;
|
||||
#else
|
||||
|
||||
@@ -6,9 +6,11 @@ layout(location = 2) in vec2 v_coord;
|
||||
|
||||
out vec4 f_clip_pos;
|
||||
out vec4 f_clip_future_pos;
|
||||
out vec4 f_pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
f_pos = modelview * vec4(v_vert, 1.0f);
|
||||
f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0f);
|
||||
f_clip_future_pos = (projection * future * modelview) * vec4(v_vert, 1.0f);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user