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authorLars Hofhansl <larsh@apache.org>2016-10-20 22:21:49 -0700
committerparamat <mat.gregory@virginmedia.com>2016-10-24 07:41:00 +0100
commit779d2c5f64e321cc126b3e3abed9e37fd30edb1b (patch)
tree9c76ce1d6d398c0857503798eae62ec5841d1bd4 /client
parent74eb7f50c9965e77794c0c5caebc1d067cd49629 (diff)
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Shaders: Harmonize Irrlicht and shader fog calculations
Diffstat (limited to 'client')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl8
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl8
-rw-r--r--client/shaders/wielded_shader/opengl_fragment.glsl4
3 files changed, 10 insertions, 10 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 654b1396d..299de2749 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -197,14 +197,14 @@ 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(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
- alpha = mix(alpha, 0.0, d);
+ float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
+ alpha = mix(0.0, alpha, d);
}
col = vec4(col.rgb, alpha);
#else
if (fogDistance != 0.0) {
- float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
+ float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
+ col = mix(skyBgColor, col, d);
}
col = vec4(col.rgb, base.a);
#endif
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
index 1aa721f83..8321ddf93 100644
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -153,14 +153,14 @@ 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(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
- alpha = mix(alpha, 0.0, d);
+ float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
+ alpha = mix(0.0, alpha, d);
}
col = vec4(col.rgb, alpha);
#else
if (fogDistance != 0.0) {
- float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
+ float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
+ col = mix(skyBgColor, col, d);
}
col = vec4(col.rgb, base.a);
#endif
diff --git a/client/shaders/wielded_shader/opengl_fragment.glsl b/client/shaders/wielded_shader/opengl_fragment.glsl
index afb8cc32d..bd9741441 100644
--- a/client/shaders/wielded_shader/opengl_fragment.glsl
+++ b/client/shaders/wielded_shader/opengl_fragment.glsl
@@ -107,8 +107,8 @@ void main(void)
vec4 col = vec4(color.rgb, base.a);
col *= gl_Color;
if (fogDistance != 0.0) {
- float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
+ float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
+ col = mix(skyBgColor, col, d);
}
gl_FragColor = vec4(col.rgb, base.a);
}