stk-code_catmod/data/shaders/volumetriclight.frag

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2014-12-18 16:09:14 -05:00
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;
#endif
uniform float fogmax;
uniform float startH;
uniform float endH;
uniform float start;
uniform float end;
uniform vec3 col;
in vec2 uv;
in vec4 color;
out vec4 FragColor;
void main()
{
vec4 diffusecolor = texture(tex, uv);
2014-12-18 16:09:14 -05:00
#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
diffusecolor.xyz = pow(diffusecolor.xyz, vec3(2.2));
#endif
#endif
diffusecolor.xyz *= pow(color.xyz, vec3(2.2));
diffusecolor.a *= color.a;
vec3 tmp = vec3(gl_FragCoord.xy / screen, gl_FragCoord.z);
tmp = 2. * tmp - 1.;
vec4 xpos = vec4(tmp, 1.0);
xpos = InverseProjectionMatrix * xpos;
xpos.xyz /= xpos.w;
float dist = length(xpos.xyz);
float fog = smoothstep(start, end, dist);
fog = min(fog, fogmax);
vec4 finalcolor = vec4(col, 0.) * fog + diffusecolor *(1. - fog);
FragColor = vec4(finalcolor.rgb * finalcolor.a, finalcolor.a);
//FragColor = vec4(1.0, 0.0, 0.0, finalcolor.a);
}