2013-11-30 21:33:06 +00:00
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uniform sampler2D tex;
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2014-11-11 21:52:54 +01:00
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uniform float density;
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2013-11-30 21:33:06 +00:00
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uniform vec3 col;
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2014-05-02 18:11:34 +02:00
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out vec4 FragColor;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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2014-01-08 23:11:10 +00:00
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2013-11-30 21:33:06 +00:00
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void main()
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{
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2015-01-24 20:00:04 +01:00
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vec2 uv = gl_FragCoord.xy / screen;
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2014-11-10 22:08:12 +01:00
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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 21:33:06 +00:00
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2014-11-10 22:08:12 +01:00
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float dist = length(xpos.xyz);
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2014-11-20 21:23:33 +01:00
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float factor = (1. - exp(- density * dist));
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vec3 fog = col * factor;
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2013-11-30 21:33:06 +00:00
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2014-11-20 21:23:33 +01:00
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// fog is scattering component, factor is the beer lambert absorption
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FragColor = vec4(fog, factor);
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2013-11-30 21:33:06 +00:00
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}
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