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- #ifdef Use_Bindless_Texture
- layout(bindless_sampler) uniform sampler2D tex;
- #else
- uniform sampler2D tex;
- #endif
- uniform float fogmax;
- uniform float startH;
- uniform float endH;
- uniform float start;
- uniform float end;
- uniform vec3 col;
- in vec2 uv;
- in vec4 color;
- out vec4 FragColor;
- void main()
- {
- vec4 diffusecolor = texture(tex, uv);
- #ifdef Use_Bindless_Texture
- diffusecolor.xyz = pow(diffusecolor.xyz, vec3(2.2));
- #endif
- diffusecolor.xyz *= pow(color.xyz, vec3(2.2));
- diffusecolor.a *= color.a;
- vec3 tmp = vec3(gl_FragCoord.xy / screen, gl_FragCoord.z);
- tmp = 2. * tmp - 1.;
- vec4 xpos = vec4(tmp, 1.0);
- xpos = InverseProjectionMatrix * xpos;
- xpos.xyz /= xpos.w;
- float dist = length(xpos.xyz);
- float fog = smoothstep(start, end, dist);
- fog = min(fog, fogmax);
- vec4 finalcolor = vec4(col, 0.) * fog + diffusecolor *(1. - fog);
- FragColor = vec4(finalcolor.rgb * finalcolor.a, finalcolor.a);
- //FragColor = vec4(1.0, 0.0, 0.0, finalcolor.a);
- }
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