From cd0335ff200f4168786194ce8c8b6cfa0adbfe1d Mon Sep 17 00:00:00 2001 From: Lars Hofhansl Date: Wed, 12 Oct 2016 13:38:53 -0700 Subject: [PATCH] Use range-based fog instead of z-plane based. --- client/shaders/nodes_shader/opengl_fragment.glsl | 4 ++-- client/shaders/water_surface_shader/opengl_fragment.glsl | 4 ++-- client/shaders/wielded_shader/opengl_fragment.glsl | 2 +- src/game.cpp | 2 +- 4 files changed, 6 insertions(+), 6 deletions(-) diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 6862842a7..654b1396d 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -197,13 +197,13 @@ void main(void) #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT float alpha = gl_Color.a; if (fogDistance != 0.0) { - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); + float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0)); alpha = mix(alpha, 0.0, d); } col = vec4(col.rgb, alpha); #else if (fogDistance != 0.0) { - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); + float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } col = vec4(col.rgb, base.a); diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl index 1fa669541..1aa721f83 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -153,13 +153,13 @@ vec4 base = texture2D(baseTexture, uv).rgba; #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE float alpha = gl_Color.a; if (fogDistance != 0.0) { - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); + float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0)); alpha = mix(alpha, 0.0, d); } col = vec4(col.rgb, alpha); #else if (fogDistance != 0.0) { - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); + float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } col = vec4(col.rgb, base.a); diff --git a/client/shaders/wielded_shader/opengl_fragment.glsl b/client/shaders/wielded_shader/opengl_fragment.glsl index 75dd1b674..afb8cc32d 100644 --- a/client/shaders/wielded_shader/opengl_fragment.glsl +++ b/client/shaders/wielded_shader/opengl_fragment.glsl @@ -107,7 +107,7 @@ void main(void) vec4 col = vec4(color.rgb, base.a); col *= gl_Color; if (fogDistance != 0.0) { - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); + float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } gl_FragColor = vec4(col.rgb, base.a); diff --git a/src/game.cpp b/src/game.cpp index b85f6d98d..ed2673c71 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -4168,7 +4168,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, runData->fog_range * 1.0, 0.01, false, // pixel fog - false // range fog + true // range fog ); } else { driver->setFog(