// fog between the camera and a fragment, the api of shaders/ogl46/apply_fog.glsl. the fog volume and the weather of the opengl // renderer come with the stage P2 of the plan; until then the fog is analytic: exponential with the distance, of the density of // the draw (fog_density of the model block, a draw with 0 is not fogged), of the colour fog_color of the light buffer, turned // towards the colour of the sun around its direction // rgb: light the fog adds, a: what it lets through vec4 fog_at_fragment() { if (fog_density <= 0.0) return vec4(0.0, 0.0, 0.0, 1.0); float amount = 1.0 - clamp(exp(-length(f_pos.xyz) * fog_density), 0.0, 1.0); vec3 color = fog_color; if ((lights_count >= 1U) && (lights[0].type == LIGHT_DIR)) { float sunward = pow(max(dot(normalize(f_pos.xyz), normalize(-lights[0].dir)), 0.0), 30.0); color = mix(color, lights[0].color, sunward); } return vec4(color * amount, 1.0 - amount); } vec3 get_fog_color() { vec4 fog = fog_at_fragment(); return fog.rgb / max(1.0 - fog.a, 1e-4); } float get_fog_amount() { return 1.0 - fog_at_fragment().a; } vec3 apply_fog(vec3 color) { vec4 fog = fog_at_fragment(); return color * fog.a + fog.rgb; } vec3 add_fog(vec3 color, float amount) { return color + fog_at_fragment().rgb * amount; }