add fog_curve parameter & update shaders
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@@ -1,7 +1,7 @@
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in vec4 a_color;
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in vec2 a_texCoord;
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in float a_distance;
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in vec3 a_dir;
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in float a_fog;
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out vec4 f_color;
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uniform sampler2D u_texture0;
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@@ -14,12 +14,10 @@ uniform bool u_alphaClip;
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void main() {
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vec3 fogColor = texture(u_cubemap, a_dir).rgb;
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vec4 tex_color = texture(u_texture0, a_texCoord);
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float depth = (a_distance/256.0);
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float alpha = a_color.a * tex_color.a;
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// anyway it's any alpha-test alternative required
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if (alpha < (u_alphaClip ? 0.5f : 0.15f))
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discard;
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f_color = mix(a_color * tex_color, vec4(fogColor,1.0),
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min(1.0, pow(depth*u_fogFactor, u_fogCurve)));
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f_color = mix(a_color * tex_color, vec4(fogColor,1.0), a_fog);
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f_color.a = alpha;
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}
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