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authorLars Hofhansl <larsh@apache.org>2016-12-03 21:43:25 -0800
committerparamat <mat.gregory@virginmedia.com>2016-12-07 04:07:54 +0000
commit075833e39368e63e06889f21140f816420e83541 (patch)
treec40d5390e23bbe87a8672f44e8c51649d3331091 /client/shaders
parent9714cdcf4ba51b44cca72e133ec5ef2a3c9f50f6 (diff)
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Fog: Make fraction of visible distance at which fog starts configurable
Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'.
Diffstat (limited to 'client/shaders')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl2
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl2
-rw-r--r--client/shaders/wielded_shader/opengl_fragment.glsl2
3 files changed, 3 insertions, 3 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 149aa2bc5..71ded2b9d 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -19,7 +19,7 @@ bool normalTexturePresent = false;
const float e = 2.718281828459;
const float BS = 10.0;
-const float fogStart = 0.4;
+const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
#ifdef ENABLE_TONE_MAPPING
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
index 4164870c7..c4e78470d 100644
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -21,7 +21,7 @@ bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
-const float fogStart = 0.4;
+const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
#ifdef ENABLE_TONE_MAPPING
diff --git a/client/shaders/wielded_shader/opengl_fragment.glsl b/client/shaders/wielded_shader/opengl_fragment.glsl
index 7c38b749a..ba7a8f12d 100644
--- a/client/shaders/wielded_shader/opengl_fragment.glsl
+++ b/client/shaders/wielded_shader/opengl_fragment.glsl
@@ -19,7 +19,7 @@ bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
-const float fogStart = 0.4;
+const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
void get_texture_flags()