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
+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;
}