27 lines
733 B
GLSL
27 lines
733 B
GLSL
#version 150
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in vec2 vTexCoord;
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in vec4 fragPosition;
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in vec4 sunPosition;
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out vec4 oColor;
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uniform sampler2D uTexture;
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uniform float farPlane;
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uniform vec4 fogColor;
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uniform vec3 cameraCenter;
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uniform vec3 sunColor;
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void main() {
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float distanceToSun = length(sunPosition - fragPosition);
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float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition));
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float fogFactor = clamp((1.0 - ((farPlane - 35.0) -distanceCameraCenter)/30.0), 0.0, 1.0);
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fogFactor *= clamp((1.0-((fragPosition.y-40.0)/30.0)), 0.0, 1.0);
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if (distanceToSun < 20.0) {
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oColor = mix(vec4(sunColor, 1.0), fogColor, fogFactor);
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}
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else {
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oColor = mix(texture(uTexture, vTexCoord), fogColor, fogFactor);
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}
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}
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