// fog between the camera and a fragment, see fog_volume.glsl and weather_common.glsl. a draw with a fog_density of 0 is not // fogged; one with another density than the regular one (the glare of lamps) gets the optical depth scaled by the ratio #include // 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); vec4 fog = fog_along_view(f_pos.xyz, gl_FragCoord.xy); float scale = fog_density / max(fog_light.w, 1e-12); if (abs(scale - 1.0) > 1e-3) { float transmittance = exp(log(max(fog.a, 1e-8)) * scale); fog.rgb *= (1.0 - transmittance) / max(1.0 - fog.a, 1e-4); fog.a = transmittance; } return fog; } 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; }