2014-01-04 19:08:00 -05:00
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#version 130
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2013-11-30 16:33:06 -05:00
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uniform sampler2D tex;
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uniform float fogmax;
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uniform float startH;
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uniform float endH;
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uniform float start;
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uniform float end;
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uniform vec3 col;
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uniform vec3 campos;
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uniform mat4 ipvmat;
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void main()
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{
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2013-12-23 11:59:55 -05:00
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float z = texture2D(tex, gl_TexCoord[0].xy).a;
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2013-11-30 16:33:06 -05:00
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vec3 tmp = vec3(gl_TexCoord[0].xy, z);
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tmp = tmp * 2.0 - 1.0;
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vec4 xpos = vec4(tmp, 1.0);
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xpos = ipvmat * xpos;
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xpos.xyz /= xpos.w;
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float dist = distance(campos, xpos.xyz);
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float fog = smoothstep(start, end, dist);
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fog *= 1.0 - smoothstep(startH, endH, xpos.y);
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fog = min(fog, fogmax);
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gl_FragColor = vec4(col, fog);
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}
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