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