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-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl16
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl16
-rw-r--r--client/shaders/wielded_shader/opengl_fragment.glsl16
3 files changed, 42 insertions, 6 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 4d9ce1c12..149aa2bc5 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -19,6 +19,8 @@ bool normalTexturePresent = false;
const float e = 2.718281828459;
const float BS = 10.0;
+const float fogStart = 0.4;
+const float fogShadingParameter = 1 / ( 1 - fogStart);
#ifdef ENABLE_TONE_MAPPING
@@ -199,8 +201,18 @@ void main(void)
#endif
if (fogDistance != 0.0) {
- float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
- col = mix(skyBgColor, col, 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);
}
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 b4c0cc4f8..4164870c7 100644
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -21,6 +21,8 @@ bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
+const float fogStart = 0.4;
+const float fogShadingParameter = 1 / ( 1 - fogStart);
#ifdef ENABLE_TONE_MAPPING
@@ -155,8 +157,18 @@ vec4 base = texture2D(baseTexture, uv).rgba;
#endif
if (fogDistance != 0.0) {
- float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
- col = mix(skyBgColor, col, 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);
}
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 bd9741441..7c38b749a 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 = 0.4;
+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 = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
- col = mix(skyBgColor, col, 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);
}