2024-06-06 13:25:38 +00:00
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uniform sampler2D Texture;
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uniform float FogBeginDistance;
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uniform float FogEndDistance;
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varying vec2 texCoord;
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varying vec3 vertexPos;
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void main()
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{
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2024-06-08 17:55:56 +00:00
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vec4 texColor = texture2D(Texture,texCoord).rgba;
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2024-06-06 13:25:38 +00:00
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2024-06-08 17:55:56 +00:00
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vec4 fogColor = vec4(0.25, 0.55, 1.0, 1.0);
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2024-06-06 13:25:38 +00:00
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2024-06-08 17:55:56 +00:00
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float fogDistCoef = (vertexPos.z - FogBeginDistance) / (FogEndDistance - FogBeginDistance);
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2024-06-06 13:25:38 +00:00
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2024-06-08 17:55:56 +00:00
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fogDistCoef = clamp(fogDistCoef, 0.0, 1.0);
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2024-06-06 13:25:38 +00:00
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2024-06-08 17:55:56 +00:00
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vec4 resultColor = mix(texColor, fogColor, fogDistCoef);
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2024-06-06 13:25:38 +00:00
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2024-06-08 17:55:56 +00:00
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gl_FragColor = vec4(resultColor.rgb, 1.0);
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2024-06-06 13:25:38 +00:00
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}
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