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Use range-based fog instead of z-plane based.

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lhofhansl authored and sfan5 committed Oct 13, 2016
1 parent c9e7a27 commit 0ad40fd484f57ab5d0536f9aaa892997f8aa9bd2
@@ -197,13 +197,13 @@ 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(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
col = vec4(col.rgb, alpha);
#else
if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
col = vec4(col.rgb, base.a);
@@ -153,13 +153,13 @@ 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(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
col = vec4(col.rgb, alpha);
#else
if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
col = vec4(col.rgb, base.a);
@@ -107,7 +107,7 @@ void main(void)
vec4 col = vec4(color.rgb, base.a);
col *= gl_Color;
if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.rgb, base.a);
@@ -4168,7 +4168,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
runData->fog_range * 1.0,
0.01,
false, // pixel fog
false // range fog
true // range fog
);
} else {
driver->setFog(

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