stk-code_catmod/data/shaders/transparentfog.frag
2014-08-02 00:50:56 +02:00

35 lines
773 B
GLSL

uniform sampler2D tex;
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);
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);
}