#ifdef Use_Bindless_Texture layout(bindless_sampler) uniform sampler2D tex; #else uniform sampler2D tex; #endif uniform float fogmax; uniform float startH; uniform float endH; uniform float start; uniform float end; uniform vec3 col; in vec2 uv; in vec4 color; out vec4 FragColor; void main() { vec4 diffusecolor = texture(tex, uv); #ifdef Use_Bindless_Texture #ifdef SRGBBindlessFix diffusecolor.xyz = pow(diffusecolor.xyz, vec3(2.2)); #endif #endif diffusecolor.xyz *= pow(color.xyz, vec3(2.2)); diffusecolor.a *= color.a; vec3 tmp = vec3(gl_FragCoord.xy / screen, gl_FragCoord.z); tmp = 2. * tmp - 1.; vec4 xpos = vec4(tmp, 1.0); xpos = InverseProjectionMatrix * xpos; xpos.xyz /= xpos.w; float dist = length(xpos.xyz); float fog = smoothstep(start, end, dist); fog = min(fog, fogmax); vec4 finalcolor = vec4(col, 0.) * fog + diffusecolor *(1. - fog); FragColor = vec4(finalcolor.rgb * finalcolor.a, finalcolor.a); //FragColor = vec4(1.0, 0.0, 0.0, finalcolor.a); }