Fix unexplained shader issue (glsl compiler bug??) (#4757)
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@ -19,6 +19,8 @@ bool normalTexturePresent = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float fogStart = 0.4;
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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#ifdef ENABLE_TONE_MAPPING
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@ -199,8 +201,18 @@ void main(void)
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#endif
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if (fogDistance != 0.0) {
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float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
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col = mix(skyBgColor, col, d);
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// the fog will only be rendered correctly if the last operation before the
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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// E.g. the following won't work:
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// float clarity = clamp(fogShadingParameter
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// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
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// As additions usually come for free following a multiplication, the new formula
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// should be more efficient as well.
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// Note: clarity = (1 - fogginess)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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}
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col = vec4(col.rgb, base.a);
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@ -21,6 +21,8 @@ bool texSeamless = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float fogStart = 0.4;
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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#ifdef ENABLE_TONE_MAPPING
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@ -155,8 +157,18 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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#endif
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if (fogDistance != 0.0) {
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float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
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col = mix(skyBgColor, col, d);
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// the fog will only be rendered correctly if the last operation before the
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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// E.g. the following won't work:
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// float clarity = clamp(fogShadingParameter
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// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
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// As additions usually come for free following a multiplication, the new formula
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// should be more efficient as well.
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// Note: clarity = (1 - fogginess)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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}
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col = vec4(col.rgb, base.a);
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@ -19,6 +19,8 @@ bool texSeamless = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float fogStart = 0.4;
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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void get_texture_flags()
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{
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@ -107,8 +109,18 @@ void main(void)
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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if (fogDistance != 0.0) {
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float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
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col = mix(skyBgColor, col, d);
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// the fog will only be rendered correctly if the last operation before the
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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// E.g. the following won't work:
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// float clarity = clamp(fogShadingParameter
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// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
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// As additions usually come for free following a multiplication, the new formula
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// should be more efficient as well.
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// Note: clarity = (1 - fogginess)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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}
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gl_FragColor = vec4(col.rgb, base.a);
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}
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