space-game001/shaders/planet_stone_desktop.fragment
Vladislav Khorev f197dfcf02 Clean up some
2025-12-29 20:40:13 +03:00

59 lines
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// ---Фрагментный шейдер (Fragment Shader)
varying vec2 TexCoord;
varying float viewZ;
varying vec3 pos;
uniform sampler2D Texture;
uniform float uDistanceToPlanetSurface;
const vec4 FOG_COLOR = vec4(0.0, 0.5, 1.0, 1.0); // Синий туман
varying vec3 worldPosition;
uniform vec3 uViewPos;
void main()
{
vec4 textureColor = texture2D(Texture, TexCoord);
vec3 finalColor = textureColor.rgb;
float realDist = distance(worldPosition, uViewPos);
float alphaFactor = clamp((2000 - realDist) / 500.0, 0.0, 1.0);
float fogFactor;
if (uDistanceToPlanetSurface > 1000)
{
gl_FragColor = vec4(finalColor.rgb, 1.0);
}
else if (uDistanceToPlanetSurface > 100)
{
float t = clamp((uDistanceToPlanetSurface - 100) / 900.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
fogFactor = clamp((realDist - 2400) / (300.0*(1 + 10*t)), 0.0, 1.0);
gl_FragColor = mix(vec4(finalColor.rgb, alphaFactor), FOG_COLOR, fogFactor*(1.0 - t));
}
else if (uDistanceToPlanetSurface > 40)
{
//From 100 to 40:
//(1000 < realDist < 1800)
float t = clamp((uDistanceToPlanetSurface - 40) / 60.0, 0.0, 1.0); // 1 upstairs, 0 downstairs
fogFactor = clamp((realDist - 2400) / 300.0, 0.0, 1.0); // old fog factor
float fogFactor2 = clamp((realDist - 1000) / 800.0, 0.0, 1.0);
gl_FragColor = mix(vec4(finalColor.rgb, alphaFactor), FOG_COLOR, max(fogFactor, fogFactor2*(1.0 - t)));
}
else
{
fogFactor = clamp((realDist - 1000) / (800.0), 0.0, 1.0);
gl_FragColor = mix(vec4(finalColor.rgb, alphaFactor), FOG_COLOR, fogFactor);
}
}