uniform sampler2D tex; uniform float fogmax; uniform float startH; uniform float endH; uniform float start; uniform float end; uniform vec3 col; #ifdef UBO_DISABLED uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; uniform mat4 InverseViewMatrix; uniform mat4 InverseProjectionMatrix; #else layout (std140) uniform MatrixesData { mat4 ViewMatrix; mat4 ProjectionMatrix; mat4 InverseViewMatrix; mat4 InverseProjectionMatrix; mat4 ShadowViewProjMatrixes[4]; vec2 screen; }; #endif out vec4 FragColor; vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix); void main() { vec2 uv = gl_FragCoord.xy / screen; float z = texture(tex, uv).x; vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix); float dist = length(xpos.xyz); float fog = smoothstep(start, end, dist); fog = min(fog, fogmax); FragColor = vec4(col, fog); }