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- uniform sampler2D tex;
- uniform float density;
- uniform vec3 col;
- out vec4 FragColor;
- vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
- void main()
- {
- vec2 uv = gl_FragCoord.xy / screen;
- float z = texture(tex, uv).x;
- vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
- float dist = length(xpos.xyz);
- float factor = (1. - exp(- density * dist));
- vec3 fog = col * factor;
- // fog is scattering component, factor is the beer lambert absorption
- FragColor = vec4(fog, factor);
- }
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