28 lines
527 B
GLSL
28 lines
527 B
GLSL
uniform sampler2D tex;
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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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out vec4 FragColor;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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void main()
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{
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vec2 uv = gl_FragCoord.xy / screen;
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float z = texture(tex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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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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FragColor = vec4(col, fog);
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}
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