49 lines
965 B
GLSL
49 lines
965 B
GLSL
uniform sampler2D tex;
|
|
|
|
uniform float fogmax;
|
|
uniform float startH;
|
|
uniform float endH;
|
|
uniform float start;
|
|
uniform float end;
|
|
uniform vec3 col;
|
|
|
|
|
|
layout (std140) uniform MatrixesData
|
|
{
|
|
mat4 ViewMatrix;
|
|
mat4 ProjectionMatrix;
|
|
mat4 InverseViewMatrix;
|
|
mat4 InverseProjectionMatrix;
|
|
mat4 ShadowViewProjMatrixes[4];
|
|
vec2 screen;
|
|
};
|
|
|
|
#if __VERSION__ >= 130
|
|
in vec2 uv;
|
|
in vec4 color;
|
|
out vec4 FragColor;
|
|
#else
|
|
varying vec2 uv;
|
|
#define FragColor gl_FragColor
|
|
#endif
|
|
|
|
|
|
void main()
|
|
{
|
|
vec4 diffusecolor = texture(tex, uv) * pow(color, vec4(2.2));
|
|
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 color = vec4(vec4(col, 0.) * fog + diffusecolor *(1. - fog));
|
|
FragColor = vec4(color.rgb * color.a, color.a);
|
|
}
|