stk-code_catmod/data/shaders/fog.frag
vlj 2a1623d8ca Use a more efficient screen to view conversion
Also use the opportunity to use UBO where possible.
2014-05-02 18:11:34 +02:00

44 lines
847 B
GLSL

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];
};
#endif
in vec2 uv;
out vec4 FragColor;
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main()
{
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);
}