add fog_curve parameter & update shaders

This commit is contained in:
MihailRis
2025-02-26 04:49:45 +03:00
parent d7f20e7388
commit e6ea4fe37e
8 changed files with 29 additions and 27 deletions
+1
View File
@@ -16,5 +16,6 @@
},
"fog_opacity": 0.8,
"fog_dencity": 2.0,
"fog_curve": 0.5,
"clouds": 0.5
}
+2 -4
View File
@@ -1,7 +1,7 @@
in vec4 a_color;
in vec2 a_texCoord;
in float a_distance;
in vec3 a_dir;
in float a_fog;
out vec4 f_color;
uniform sampler2D u_texture0;
@@ -14,12 +14,10 @@ uniform bool u_alphaClip;
void main() {
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
vec4 tex_color = texture(u_texture0, a_texCoord);
float depth = (a_distance/256.0);
float alpha = a_color.a * tex_color.a;
// anyway it's any alpha-test alternative required
if (alpha < (u_alphaClip ? 0.5f : 0.15f))
discard;
f_color = mix(a_color * tex_color, vec4(fogColor,1.0),
min(1.0, pow(depth*u_fogFactor, u_fogCurve)));
f_color = mix(a_color * tex_color, vec4(fogColor,1.0), a_fog);
f_color.a = alpha;
}
+11 -2
View File
@@ -7,7 +7,7 @@ layout (location = 3) in float v_light;
out vec4 a_color;
out vec2 a_texCoord;
out float a_distance;
out float a_fog;
out vec3 a_dir;
uniform mat4 u_model;
@@ -16,6 +16,11 @@ uniform mat4 u_view;
uniform vec3 u_cameraPos;
uniform float u_gamma;
uniform float u_opacity;
uniform float u_fogFactor;
uniform float u_fogCurve;
uniform float u_weatherFogOpacity;
uniform float u_weatherFogDencity;
uniform float u_weatherFogCurve;
uniform samplerCube u_cubemap;
uniform vec3 u_torchlightColor;
@@ -38,6 +43,10 @@ void main() {
vec3 skyLightColor = pick_sky_color(u_cubemap);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a) * v_color;
a_color.a = u_opacity;
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
float dist = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
float depth = (dist / 256.0);
a_fog = min(1.0, max(pow(depth * u_fogFactor, u_fogCurve),
min(pow(depth * u_weatherFogDencity, u_weatherFogCurve), u_weatherFogOpacity)));
gl_Position = u_proj * u_view * modelpos;
}
-2
View File
@@ -1,13 +1,11 @@
in vec4 a_color;
in vec2 a_texCoord;
in float a_distance;
in float a_fog;
in vec3 a_dir;
out vec4 f_color;
uniform sampler2D u_texture0;
uniform samplerCube u_cubemap;
uniform vec3 u_fogColor;
uniform bool u_alphaClip;
void main() {
+3 -1
View File
@@ -19,6 +19,8 @@ uniform float u_fogFactor;
uniform float u_fogCurve;
uniform float u_weatherFogOpacity;
uniform float u_weatherFogDencity;
uniform float u_weatherFogCurve;
uniform float u_timer;
uniform samplerCube u_cubemap;
uniform vec3 u_torchlightColor;
@@ -44,6 +46,6 @@ void main() {
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
float depth = (a_distance / 256.0);
a_fog = min(1.0, max(pow(depth * u_fogFactor, u_fogCurve),
min(depth * u_weatherFogDencity, u_weatherFogOpacity)));
min(pow(depth * u_weatherFogDencity, u_weatherFogCurve), u_weatherFogOpacity)));
gl_Position = u_proj * u_view * modelpos;
}