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VBO-related optimizations and improvements (#14395)
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17
client/shaders/cloud_shader/opengl_fragment.glsl
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17
client/shaders/cloud_shader/opengl_fragment.glsl
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uniform vec4 fogColor;
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uniform float fogDistance;
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uniform float fogShadingParameter;
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varying vec3 eyeVec;
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varying lowp vec4 varColor;
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void main(void)
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{
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vec4 col = varColor;
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col.rgb = mix(fogColor.rgb, col.rgb, clarity);
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gl_FragColor = col;
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}
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