Use range-based fog instead of z-plane based.
parent
c9e7a27eeb
commit
0ad40fd484
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@ -197,13 +197,13 @@ void main(void)
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
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float alpha = gl_Color.a;
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if (fogDistance != 0.0) {
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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}
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col = vec4(col.rgb, alpha);
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#else
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if (fogDistance != 0.0) {
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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col = vec4(col.rgb, base.a);
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@ -153,13 +153,13 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
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float alpha = gl_Color.a;
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if (fogDistance != 0.0) {
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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}
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col = vec4(col.rgb, alpha);
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#else
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if (fogDistance != 0.0) {
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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col = vec4(col.rgb, base.a);
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@ -107,7 +107,7 @@ void main(void)
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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if (fogDistance != 0.0) {
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.rgb, base.a);
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@ -4168,7 +4168,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
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runData->fog_range * 1.0,
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0.01,
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false, // pixel fog
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false // range fog
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true // range fog
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);
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} else {
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driver->setFog(
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