22 lines
439 B
GLSL
22 lines
439 B
GLSL
uniform sampler2D tex;
|
|
|
|
uniform float density;
|
|
uniform vec3 col;
|
|
|
|
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);
|
|
vec3 fog = col * (1. - exp(- density * dist));
|
|
|
|
FragColor = vec4(fog, 1.);
|
|
}
|