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forked from 0ad/0ad

Particles now correctly update with the fog. Refs #276 .

This was SVN commit r12811.
This commit is contained in:
wraitii 2012-11-02 16:31:27 +00:00
parent 9930500661
commit d75ae52f56
2 changed files with 23 additions and 1 deletions

View File

@ -5,7 +5,26 @@ uniform sampler2D baseTex;
varying vec2 v_tex;
varying vec4 v_color;
uniform vec3 fogColor;
uniform vec2 fogParams;
vec4 get_fog(vec4 color)
{
float density = fogParams.x;
float maxFog = fogParams.y;
const float LOG2 = 1.442695;
float z = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = exp2(-density * density * z * z * LOG2);
fogFactor = fogFactor * (1.0 - maxFog) + maxFog;
fogFactor = clamp(fogFactor, 0.0, 1.0);
return vec4(mix(fogColor, color.rgb, fogFactor),color.a);
}
void main()
{
gl_FragColor = texture2D(baseTex, v_tex) * v_color;
gl_FragColor = get_fog(texture2D(baseTex, v_tex) * v_color);
}

View File

@ -22,6 +22,7 @@
#include "graphics/ParticleEmitterType.h"
#include "graphics/ParticleManager.h"
#include "graphics/TextureManager.h"
#include "graphics/LightEnv.h"
#include "renderer/Renderer.h"
@ -165,6 +166,8 @@ void CParticleEmitter::UpdateArrayData()
void CParticleEmitter::Bind(const CShaderProgramPtr& shader)
{
shader->BindTexture("baseTex", m_Type->m_Texture);
shader->Uniform("fogColor", g_Renderer.GetLightEnv().m_FogColor);
shader->Uniform("fogParams", g_Renderer.GetLightEnv().m_FogFactor, g_Renderer.GetLightEnv().m_FogMax, 0.f, 0.f);
pglBlendEquationEXT(m_Type->m_BlendEquation);
glBlendFunc(m_Type->m_BlendFuncSrc, m_Type->m_BlendFuncDst);
}