forked from 0ad/0ad
27 lines
555 B
GLSL
27 lines
555 B
GLSL
#version 110
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uniform vec4 playerColor;
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uniform vec3 fogColor;
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uniform vec2 fogParams;
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vec3 get_fog(vec3 color)
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{
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float density = fogParams.x;
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float maxFog = fogParams.y;
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const float LOG2 = 1.442695;
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float z = gl_FragCoord.z / gl_FragCoord.w;
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float fogFactor = exp2(-density * density * z * z * LOG2);
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fogFactor = fogFactor * (1.0 - maxFog) + maxFog;
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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return mix(fogColor, color, fogFactor);
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}
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void main()
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{
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gl_FragColor = vec4(get_fog(playerColor.rgb),playerColor.a);
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}
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