stk-code_catmod/data/shaders/sp_transparent.frag

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uniform int fog_enabled;
uniform float custom_alpha;
in vec2 uv;
in vec4 color;
out vec4 o_diffuse_color;
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#stk_include "utils/sp_texture_sampling.frag"
void main()
{
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vec4 diffusecolor = sampleTextureLayer0(uv);
vec4 finalcolor = vec4(0.);
if (fog_enabled == 0)
{
finalcolor = diffusecolor;
finalcolor.xyz *= color.xyz;
finalcolor.a *= color.a;
}
else
{
diffusecolor.xyz *= color.xyz;
diffusecolor.a *= color.a;
vec3 tmp = vec3(gl_FragCoord.xy / u_screen, gl_FragCoord.z);
tmp = 2. * tmp - 1.;
vec4 xpos = vec4(tmp, 1.0);
xpos = u_inverse_projection_matrix * xpos;
xpos.xyz /= xpos.w;
float dist = length(xpos.xyz);
float fog = smoothstep(u_fog_data.x, u_fog_data.y, dist);
fog = min(fog, u_fog_data.z);
finalcolor = u_fog_color * fog + diffusecolor * (1. - fog);
}
o_diffuse_color = vec4(finalcolor.rgb * (finalcolor.a * (1.0 - custom_alpha)),
finalcolor.a * (1.0 - custom_alpha));
}