0ad/binaries/data/mods/public/shaders/glsl/solid_player.fs
2012-11-18 12:34:42 +00:00

27 lines
555 B
GLSL

#version 110
uniform vec4 playerColor;
uniform vec3 fogColor;
uniform vec2 fogParams;
vec3 get_fog(vec3 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 mix(fogColor, color, fogFactor);
}
void main()
{
gl_FragColor = vec4(get_fog(playerColor.rgb),playerColor.a);
}