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