2013-11-30 16:33:06 -05:00
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uniform sampler2D tex;
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2014-11-11 15:52:54 -05:00
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uniform float density;
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2013-11-30 16:33:06 -05:00
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uniform vec3 col;
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2014-05-02 12:11:34 -04:00
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out vec4 FragColor;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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2014-01-08 18:11:10 -05:00
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2013-11-30 16:33:06 -05:00
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void main()
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{
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2014-11-11 16:43:25 -05:00
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vec2 uv = 2. * gl_FragCoord.xy / screen;
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2014-11-10 16:08:12 -05:00
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float z = texture(tex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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2013-11-30 16:33:06 -05:00
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2014-11-10 16:08:12 -05:00
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float dist = length(xpos.xyz);
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2014-11-11 15:52:54 -05:00
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vec3 fog = col * (1. - exp(- density * dist));
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2013-11-30 16:33:06 -05:00
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2014-11-10 16:08:12 -05:00
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FragColor = vec4(fog, 1.);
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2013-11-30 16:33:06 -05:00
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}
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