mirror of
https://github.com/PixelGuys/Cubyz.git
synced 2025-08-03 11:17:05 -04:00
62 lines
2.0 KiB
GLSL
62 lines
2.0 KiB
GLSL
#version 430
|
|
out vec4 fragColor;
|
|
|
|
in vec2 texCoords;
|
|
|
|
uniform sampler2D color;
|
|
|
|
uniform sampler2D depthTexture;
|
|
uniform float zNear;
|
|
uniform float zFar;
|
|
uniform vec2 tanXY;
|
|
|
|
struct Fog {
|
|
vec3 color;
|
|
float density;
|
|
};
|
|
|
|
uniform Fog fog;
|
|
|
|
float zFromDepth(float depthBufferValue) {
|
|
return zNear*zFar/(depthBufferValue*(zNear - zFar) + zFar);
|
|
}
|
|
|
|
float calculateFogDistance(float depthBufferValue, float fogDensity) {
|
|
float distCameraTerrain = zFromDepth(depthBufferValue)*fogDensity;
|
|
float distFromCamera = 0;
|
|
float distFromTerrain = distFromCamera - distCameraTerrain;
|
|
if(distCameraTerrain < 10) { // Resolution range is sufficient.
|
|
return distFromTerrain;
|
|
} else {
|
|
// Here we have a few options to deal with this. We could for example weaken the fog effect to fit the entire range.
|
|
// I decided to keep the fog strength close to the camera and far away, with a fog-free region in between.
|
|
// I decided to this because I want far away fog to work (e.g. a distant ocean) as well as close fog(e.g. the top surface of the water when the player is under it)
|
|
if(distFromTerrain > -5 && depthBufferValue != 0) {
|
|
return distFromTerrain;
|
|
} else if(distFromCamera < 5) {
|
|
return distFromCamera - 10;
|
|
} else {
|
|
return -5;
|
|
}
|
|
}
|
|
}
|
|
|
|
void main() {
|
|
fragColor = texture(color, texCoords);
|
|
float densityAdjustment = sqrt(dot(tanXY*(texCoords*2 - 1), tanXY*(texCoords*2 - 1)) + 1);
|
|
float fogDistance = calculateFogDistance(texelFetch(depthTexture, ivec2(gl_FragCoord.xy), 0).r, fog.density*densityAdjustment);
|
|
vec3 fogColor = fog.color;
|
|
float fogFactor = exp(fogDistance);
|
|
vec4 sourceColor = vec4(fogColor, 1);
|
|
sourceColor.a = 1.0/fogFactor;
|
|
sourceColor.rgb *= sourceColor.a;
|
|
sourceColor.rgb -= fogColor;
|
|
vec3 source2Color = vec3(1);
|
|
fragColor = vec4(
|
|
source2Color*fragColor.rgb + fragColor.a*sourceColor.rgb,
|
|
fragColor.a*sourceColor.a
|
|
);
|
|
fragColor.rgb /= fragColor.a;
|
|
float maxColor = max(1.0, max(fragColor.r, max(fragColor.g, fragColor.b)));
|
|
fragColor.rgb = fragColor.rgb/maxColor;
|
|
} |