Shaders: Harmonize Irrlicht and shader fog calculations
This commit is contained in:
parent
74eb7f50c9
commit
779d2c5f64
|
@ -197,14 +197,14 @@ void main(void)
|
|||
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
|
||||
float alpha = gl_Color.a;
|
||||
if (fogDistance != 0.0) {
|
||||
float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
|
||||
alpha = mix(alpha, 0.0, d);
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
alpha = mix(0.0, alpha, d);
|
||||
}
|
||||
col = vec4(col.rgb, alpha);
|
||||
#else
|
||||
if (fogDistance != 0.0) {
|
||||
float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
|
||||
col = mix(col, skyBgColor, d);
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, d);
|
||||
}
|
||||
col = vec4(col.rgb, base.a);
|
||||
#endif
|
||||
|
|
|
@ -153,14 +153,14 @@ vec4 base = texture2D(baseTexture, uv).rgba;
|
|||
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
|
||||
float alpha = gl_Color.a;
|
||||
if (fogDistance != 0.0) {
|
||||
float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
|
||||
alpha = mix(alpha, 0.0, d);
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
alpha = mix(0.0, alpha, d);
|
||||
}
|
||||
col = vec4(col.rgb, alpha);
|
||||
#else
|
||||
if (fogDistance != 0.0) {
|
||||
float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
|
||||
col = mix(col, skyBgColor, d);
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, d);
|
||||
}
|
||||
col = vec4(col.rgb, base.a);
|
||||
#endif
|
||||
|
|
|
@ -107,8 +107,8 @@ void main(void)
|
|||
vec4 col = vec4(color.rgb, base.a);
|
||||
col *= gl_Color;
|
||||
if (fogDistance != 0.0) {
|
||||
float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
|
||||
col = mix(col, skyBgColor, d);
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.rgb, base.a);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue