24 lines
544 B
GLSL
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uniform sampler2D tex;
uniform float density;
uniform vec3 col;
out vec4 FragColor;
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
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float z = texture(tex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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float dist = length(xpos.xyz);
float factor = (1. - exp(- density * dist));
vec3 fog = col * factor;
// fog is scattering component, factor is the beer lambert absorption
FragColor = vec4(fog, factor);
}