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authorLars Hofhansl <larsh@apache.org>2016-10-12 13:38:53 -0700
committersfan5 <sfan5@live.de>2016-10-13 23:30:15 +0200
commit0ad40fd484f57ab5d0536f9aaa892997f8aa9bd2 (patch)
tree9cea566be35320e74b344bf8f93ec9c3f5927c25 /client
parentc9e7a27eeb628be78a835abadf8afe1177eb90c5 (diff)
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Use range-based fog instead of z-plane based.
Diffstat (limited to 'client')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl4
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl4
-rw-r--r--client/shaders/wielded_shader/opengl_fragment.glsl2
3 files changed, 5 insertions, 5 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 6862842a7..654b1396d 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -197,13 +197,13 @@ void main(void)
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
float alpha = gl_Color.a;
if (fogDistance != 0.0) {
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
col = vec4(col.rgb, alpha);
#else
if (fogDistance != 0.0) {
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
col = vec4(col.rgb, base.a);
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
index 1fa669541..1aa721f83 100644
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -153,13 +153,13 @@ vec4 base = texture2D(baseTexture, uv).rgba;
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
float alpha = gl_Color.a;
if (fogDistance != 0.0) {
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
col = vec4(col.rgb, alpha);
#else
if (fogDistance != 0.0) {
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
col = vec4(col.rgb, base.a);
diff --git a/client/shaders/wielded_shader/opengl_fragment.glsl b/client/shaders/wielded_shader/opengl_fragment.glsl
index 75dd1b674..afb8cc32d 100644
--- a/client/shaders/wielded_shader/opengl_fragment.glsl
+++ b/client/shaders/wielded_shader/opengl_fragment.glsl
@@ -107,7 +107,7 @@ 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));
+ float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.rgb, base.a);