stk-code_catmod/data/shaders/fog.frag

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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 vec3 campos;
uniform mat4 ipvmat;
float decdepth(vec4 rgba) {
return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0));
}
void main()
{
float z = decdepth(vec4(texture2D(tex, gl_TexCoord[0].xy).xyz, 0.0));
vec3 tmp = vec3(gl_TexCoord[0].xy, z);
tmp = tmp * 2.0 - 1.0;
vec4 xpos = vec4(tmp, 1.0);
xpos = ipvmat * xpos;
xpos.xyz /= xpos.w;
float dist = distance(campos, xpos.xyz);
float fog = smoothstep(start, end, dist);
fog *= 1.0 - smoothstep(startH, endH, xpos.y);
fog = min(fog, fogmax);
gl_FragColor = vec4(col, fog);
}