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Shaders: Harmonize Irrlicht and shader fog calculations

This commit is contained in:
Lars Hofhansl
2016-10-20 22:21:49 -07:00
committed by paramat
parent 74eb7f50c9
commit 779d2c5f64
3 changed files with 10 additions and 10 deletions

View File

@@ -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);
}