Files
maszyna/shaders/apply_fog.glsl
2020-02-21 22:50:52 +01:00

31 lines
805 B
GLSL

vec3 get_fog_color()
{
vec3 fog_color_v = fog_color;
if (lights_count >= 1U && lights[0].type == LIGHT_DIR) {
float sun_amount = max(dot(normalize(f_pos.xyz), normalize(-lights[0].dir)), 0.0);
fog_color_v += lights[0].color * pow(sun_amount, 30.0);
}
return fog_color_v;
}
float get_fog_amount()
{
float z = length(f_pos.xyz);
// float fog_amount_v = 1.0 - z * fog_density; // linear
// float fog_amount_v = exp( -fog_density * z ); // exp
float fog_amount_v = exp2( -fog_density * fog_density * z * z * 1.442695 ); // exp2
fog_amount_v = 1.0 - clamp(fog_amount_v, 0.0, 1.0);
return fog_amount_v;
}
vec3 apply_fog(vec3 color)
{
return mix(color, get_fog_color(), get_fog_amount());
}
vec3 add_fog(vec3 color, float amount)
{
return color + get_fog_color() * get_fog_amount() * amount;
}