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author | est31 <MTest31@outlook.com> | 2016-12-22 23:16:00 +0100 |
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committer | est31 <MTest31@outlook.com> | 2016-12-22 23:16:00 +0100 |
commit | 81d56b94919dceb7b2e51d70b21a7ca22f852bd5 (patch) | |
tree | 1e9ef1be1b3295a8673d6e4f0bdeb4c2d3a6015f /client/shaders/wielded_shader/opengl_fragment.glsl | |
parent | 8077612dcb48221281e726a60eb97bf73fde462b (diff) | |
parent | 231ac33d34dfaaddf292c5f31b1eae43eeefba2d (diff) | |
download | minetest-81d56b94919dceb7b2e51d70b21a7ca22f852bd5.tar.gz minetest-81d56b94919dceb7b2e51d70b21a7ca22f852bd5.tar.bz2 minetest-81d56b94919dceb7b2e51d70b21a7ca22f852bd5.zip |
Merge 0.4.15 changes into stable-0.4
0.4.15 release!
Diffstat (limited to 'client/shaders/wielded_shader/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/wielded_shader/opengl_fragment.glsl | 16 |
1 files changed, 14 insertions, 2 deletions
diff --git a/client/shaders/wielded_shader/opengl_fragment.glsl b/client/shaders/wielded_shader/opengl_fragment.glsl index 75dd1b674..ba7a8f12d 100644 --- a/client/shaders/wielded_shader/opengl_fragment.glsl +++ b/client/shaders/wielded_shader/opengl_fragment.glsl @@ -19,6 +19,8 @@ bool texSeamless = false; const float e = 2.718281828459; const float BS = 10.0; +const float fogStart = FOG_START; +const float fogShadingParameter = 1 / ( 1 - fogStart); void get_texture_flags() { @@ -107,8 +109,18 @@ void main(void) vec4 col = vec4(color.rgb, base.a); col *= gl_Color; if (fogDistance != 0.0) { - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); - col = mix(col, skyBgColor, d); + // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), + // the fog will only be rendered correctly if the last operation before the + // clamp() is an addition. Else, the clamp() seems to be ignored. + // E.g. the following won't work: + // float clarity = clamp(fogShadingParameter + // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); + // As additions usually come for free following a multiplication, the new formula + // should be more efficient as well. + // Note: clarity = (1 - fogginess) + float clarity = clamp(fogShadingParameter + - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); + col = mix(skyBgColor, col, clarity); } gl_FragColor = vec4(col.rgb, base.a); } |