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#include "gamma.sdr"
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D tex;
uniform sampler2D depth_tex;
layout (std140) uniform genericData {
vec3 fog_color;
float fog_start;
float fog_density;
float zNear;
float zFar;
};
void main()
{
vec4 color_in = texture(tex, fragTexCoord.xy);
// If the scene is in fog then we change the color we operate on based on the depth of the pixel
float depth_val = texture(depth_tex, fragTexCoord.xy).x;
// Transform depth value from [0, 1] to [-1, 1]
float depth_normalized = 2 * depth_val - 1;
// Now we compute the depth value in projection space using the clipping plane information
float view_depth = 2.0 * zNear * zFar / (zFar + zNear - depth_normalized * (zFar - zNear));
if (isinf(view_depth)) {
fragOut0.rgb = color_in.rgb;
} else {
float fog_dist = clamp(1 - pow(fog_density, view_depth - fog_start) , 0.0, 1.0);
vec3 finalFogColor = srgb_to_linear(fog_color);
fragOut0.rgb = mix(color_in.rgb, finalFogColor, fog_dist);
}
fragOut0.a = 1.0;
}
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