v4k-git-backup/engine/art/shaderlib/fog.glsl

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2024-08-25 00:58:34 +00:00
#ifndef FOG_GLSL
#define FOG_GLSL
#include "utils.glsl"
// Fog uniforms
uniform vec3 u_fog_color;
uniform float u_fog_density;
uniform float u_fog_start;
uniform float u_fog_end;
uniform int u_fog_type;
uniform bool u_fog_dither;
vec3 do_fog(vec3 fragment_color) {
if (u_fog_type == 0) {
return fragment_color;
}
float distance = length(v_position_ws - u_cam_pos);
float fog_factor = 0.0;
if (u_fog_type == 1) {
// Linear fog
fog_factor = clamp((u_fog_end - distance) / (u_fog_end - u_fog_start), 0.0, 1.0);
} else if (u_fog_type == 2) {
// Exponential fog
fog_factor = exp(-u_fog_density * distance);
} else if (u_fog_type == 3) {
// Exponential squared fog
fog_factor = exp(-pow(u_fog_density * distance, 2.0));
} else if (u_fog_type == 4) {
// Distance fog
fog_factor = clamp((u_fog_start - v_depth) / (u_fog_end - u_fog_start), 0.0, 1.0);
}
// Dithering for PS1-style graininess
if (u_fog_dither) {
vec2 ditheredCoord = gl_FragCoord.xy / 12.0;
float dither = rand(ditheredCoord + frame_time * 0.1) * 0.1 - 0.05;
fog_factor += dither;
}
return mix(u_fog_color, fragment_color, fog_factor);
}
#endif