mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-12 16:15:20 +02:00
Shaders: Harmonize Irrlicht and shader fog calculations
This commit is contained in:
@@ -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);
|
||||
}
|
||||
|
Reference in New Issue
Block a user