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cont/base/springcontent/shaders/GLSL Expand file tree Collapse file tree 1 file changed +6
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lines changed Original file line number Diff line number Diff line change @@ -29,15 +29,12 @@ void main() {
2929 halfDir = normalize (lightDir.xyz + viewDir);
3030 vertexWorldPos = gl_Vertex ;
3131
32- gl_Position = gl_ModelViewMatrix * gl_Vertex ;
33- float fogCoord = length (gl_Position .xyz);
34- gl_Position = gl_ProjectionMatrix * gl_Position ;
3532
3633 diffuseTexCoords = floor (gl_Vertex .xz) / SMF_TEXSQR_SIZE - vec2 (ivec2 (texSquareX, texSquareZ));
3734 specularTexCoords = gl_Vertex .xz / mapSize.xy;
3835 normalTexCoords = gl_Vertex .xz / mapSizePO2.xy;
3936
40- // detail-tex coors
37+ // detail-tex coords
4138 #if (SMF_DETAIL_TEXTURE_SPLATTING == 0 )
4239 gl_TexCoord [0 ].st = gl_Vertex .xz * vec2 (SMF_DETAILTEX_RES);
4340 #else
@@ -47,7 +44,11 @@ void main() {
4744 gl_TexCoord [1 ].pq = gl_Vertex .xz * vec2 (splatTexScales.a);
4845 #endif
4946
47+ gl_Position = gl_ModelViewMatrix * gl_Vertex ;
48+ float fogCoord = length (gl_Position .xyz);
49+ gl_Position = gl_ProjectionMatrix * gl_Position ;
50+
5051 // emulate linear fog
51- fogFactor = (gl_Fog .end - fogCoord) / (gl_Fog .end - gl_Fog .start);
52+ fogFactor = (gl_Fog .end - fogCoord) * gl_Fog .scale; // gl_Fog.scale == 1.0 / (gl_Fog.end - gl_Fog.start)
5253 fogFactor = clamp (fogFactor, 0.0 , 1.0 );
5354}
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