stk-code_catmod/data/shaders/fog.frag
2014-11-20 21:23:33 +01:00

24 lines
549 B
GLSL

uniform sampler2D tex;
uniform float density;
uniform vec3 col;
out vec4 FragColor;
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main()
{
vec2 uv = 2. * gl_FragCoord.xy / screen;
float z = texture(tex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
float dist = length(xpos.xyz);
float factor = (1. - exp(- density * dist));
vec3 fog = col * factor;
// fog is scattering component, factor is the beer lambert absorption
FragColor = vec4(fog, factor);
}