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			24 lines
		
	
	
		
			614 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			24 lines
		
	
	
		
			614 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| 
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| uniform sampler2D myTexture;
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| uniform float fogDistance;
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| 
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| varying vec3 vPosition;
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| 
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| void main (void)
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| {
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|     vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
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|     col *= gl_Color;
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| 	float a = gl_Color.a;
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| 	col = col * col; // SRGB -> Linear
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| 	col *= 1.8;
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| 	col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
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| 	col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
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| 	col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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| 	col = sqrt(col); // Linear -> SRGB
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| 	if(fogDistance != 0.0){
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| 		float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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| 		a = mix(a, 0.0, d);
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| 	}
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| 	gl_FragColor = vec4(col.r, col.g, col.b, a);
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| }
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