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-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
-rw-r--r--src/game.cpp2
4 files changed, 6 insertions, 6 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);
diff --git a/src/game.cpp b/src/game.cpp
index b85f6d98d..ed2673c71 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -4168,7 +4168,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
runData->fog_range * 1.0,
0.01,
false, // pixel fog
- false // range fog
+ true // range fog
);
} else {
driver->setFog(