0ad/binaries/data/mods/public/shaders/glsl/particle.fs

40 lines
861 B
GLSL

#version 110
uniform sampler2D baseTex;
uniform sampler2D losTex;
varying vec2 v_tex;
varying vec2 v_los;
varying vec4 v_color;
uniform vec3 sunColor;
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()
{
vec4 color = texture2D(baseTex, v_tex) * vec4((v_color.rgb + sunColor)/2.0,v_color.a);
float los = texture2D(losTex, v_los).a;
los = los < 0.03 ? 0.0 : los;
color.rgb *= los;
gl_FragColor = get_fog(color);
}