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41 lines
1.3 KiB
GLSL
41 lines
1.3 KiB
GLSL
// fog between the camera and a fragment, the api of shaders/ogl46/apply_fog.glsl. the fog volume and the weather of the opengl
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// renderer come with the stage P2 of the plan; until then the fog is analytic: exponential with the distance, of the density of
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// 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
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// towards the colour of the sun around its direction
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// rgb: light the fog adds, a: what it lets through
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vec4 fog_at_fragment()
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{
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if (fog_density <= 0.0)
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return vec4(0.0, 0.0, 0.0, 1.0);
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float amount = 1.0 - clamp(exp(-length(f_pos.xyz) * fog_density), 0.0, 1.0);
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vec3 color = fog_color;
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if ((lights_count >= 1U) && (lights[0].type == LIGHT_DIR))
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{
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float sunward = pow(max(dot(normalize(f_pos.xyz), normalize(-lights[0].dir)), 0.0), 30.0);
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color = mix(color, lights[0].color, sunward);
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}
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return vec4(color * amount, 1.0 - amount);
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}
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vec3 get_fog_color()
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{
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vec4 fog = fog_at_fragment();
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return fog.rgb / max(1.0 - fog.a, 1e-4);
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}
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float get_fog_amount()
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{
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return 1.0 - fog_at_fragment().a;
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}
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vec3 apply_fog(vec3 color)
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{
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vec4 fog = fog_at_fragment();
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return color * fog.a + fog.rgb;
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}
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vec3 add_fog(vec3 color, float amount)
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{
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return color + fog_at_fragment().rgb * amount;
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}
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