stk-code_catmod/data/shaders/transparentfog.frag

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GLSL
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uniform sampler2D tex;
uniform float fogmax;
uniform float startH;
uniform float endH;
uniform float start;
uniform float end;
uniform vec3 col;
uniform mat4 ipvmat;
uniform vec2 screen;
#if __VERSION__ >= 130
in vec2 uv;
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in vec4 color;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{
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vec4 diffusecolor = texture(tex, uv) * color;
vec3 tmp = vec3(gl_FragCoord.xy / screen, gl_FragCoord.z);
tmp = 2. * tmp - 1.;
vec4 xpos = vec4(tmp, 1.0);
xpos = ipvmat * xpos;
xpos.xyz /= xpos.w;
float dist = length(xpos.xyz);
float fog = smoothstep(start, end, dist);
fog = min(fog, fogmax);
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FragColor = vec4(vec4(col, 0.) * fog + diffusecolor *(1. - fog));
}