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- #if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT)
- #define MATERIAL_WAVING_LIQUID 1
- #endif
- uniform sampler2D baseTexture;
- uniform vec3 dayLight;
- uniform lowp vec4 fogColor;
- uniform float fogDistance;
- uniform float fogShadingParameter;
- // The cameraOffset is the current center of the visible world.
- uniform highp vec3 cameraOffset;
- uniform vec3 cameraPosition;
- uniform float animationTimer;
- #ifdef ENABLE_DYNAMIC_SHADOWS
- // shadow texture
- uniform sampler2D ShadowMapSampler;
- // shadow uniforms
- uniform vec3 v_LightDirection;
- uniform float f_textureresolution;
- uniform mat4 m_ShadowViewProj;
- uniform float f_shadowfar;
- uniform float f_shadow_strength;
- uniform vec4 CameraPos;
- uniform float xyPerspectiveBias0;
- uniform float xyPerspectiveBias1;
- uniform vec3 shadow_tint;
- varying float adj_shadow_strength;
- varying float cosLight;
- varying float f_normal_length;
- varying vec3 shadow_position;
- varying float perspective_factor;
- #endif
- varying vec3 vNormal;
- varying vec3 vPosition;
- // World position in the visible world (i.e. relative to the cameraOffset.)
- // This can be used for many shader effects without loss of precision.
- // If the absolute position is required it can be calculated with
- // cameraOffset + worldPosition (for large coordinates the limits of float
- // precision must be considered).
- varying vec3 worldPosition;
- varying lowp vec4 varColor;
- #ifdef GL_ES
- varying mediump vec2 varTexCoord;
- #else
- centroid varying vec2 varTexCoord;
- #endif
- varying highp vec3 eyeVec;
- varying float nightRatio;
- #ifdef ENABLE_DYNAMIC_SHADOWS
- #if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS) && ENABLE_WAVING_WATER)
- vec4 perm(vec4 x)
- {
- return mod(((x * 34.0) + 1.0) * x, 289.0);
- }
- // Corresponding gradient of snoise
- vec3 gnoise(vec3 p){
- vec3 a = floor(p);
- vec3 d = p - a;
- vec3 dd = 6.0 * d * (1.0 - d);
- d = d * d * (3.0 - 2.0 * d);
- vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
- vec4 k1 = perm(b.xyxy);
- vec4 k2 = perm(k1.xyxy + b.zzww);
- vec4 c = k2 + a.zzzz;
- vec4 k3 = perm(c);
- vec4 k4 = perm(c + 1.0);
- vec4 o1 = fract(k3 * (1.0 / 41.0));
- vec4 o2 = fract(k4 * (1.0 / 41.0));
- vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
- vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
- vec4 dz1 = (o2 - o1) * dd.z;
- vec2 dz2 = dz1.yw * d.x + dz1.xz * (1.0 - d.x);
- vec2 dx = (o3.yw - o3.xz) * dd.x;
- return vec3(
- dx.y * d.y + dx.x * (1. - d.y),
- (o4.y - o4.x) * dd.y,
- dz2.y * d.y + dz2.x * (1. - d.y)
- );
- }
- vec2 wave_noise(vec3 p, float off) {
- return (gnoise(p + vec3(0.0, 0.0, off)) * 0.4 + gnoise(2.0 * p + vec3(0.0, off, off)) * 0.2 + gnoise(3.0 * p + vec3(0.0, off, off)) * 0.225 + gnoise(4.0 * p + vec3(-off, off, 0.0)) * 0.2).xz;
- }
- #endif
- // assuming near is always 1.0
- float getLinearDepth()
- {
- return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0));
- }
- vec3 getLightSpacePosition()
- {
- return shadow_position * 0.5 + 0.5;
- }
- // custom smoothstep implementation because it's not defined in glsl1.2
- // https://docs.gl/sl4/smoothstep
- float mtsmoothstep(in float edge0, in float edge1, in float x)
- {
- float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
- return t * t * (3.0 - 2.0 * t);
- }
- float shadowCutoff(float x) {
- #if defined(ENABLE_TRANSLUCENT_FOLIAGE) && MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES
- return mtsmoothstep(0.0, 0.002, x);
- #else
- return step(0.0, x);
- #endif
- }
- #ifdef COLORED_SHADOWS
- // c_precision of 128 fits within 7 base-10 digits
- const float c_precision = 128.0;
- const float c_precisionp1 = c_precision + 1.0;
- float packColor(vec3 color)
- {
- return floor(color.b * c_precision + 0.5)
- + floor(color.g * c_precision + 0.5) * c_precisionp1
- + floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
- }
- vec3 unpackColor(float value)
- {
- vec3 color;
- color.b = mod(value, c_precisionp1) / c_precision;
- color.g = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
- color.r = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
- return color;
- }
- vec4 getHardShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
- {
- vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy).rgba;
- float visibility = shadowCutoff(realDistance - texDepth.r);
- vec4 result = vec4(visibility, vec3(0.0,0.0,0.0));//unpackColor(texDepth.g));
- if (visibility < 0.1) {
- visibility = shadowCutoff(realDistance - texDepth.b);
- result = vec4(visibility, unpackColor(texDepth.a));
- }
- return result;
- }
- #else
- float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
- {
- float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
- float visibility = shadowCutoff(realDistance - texDepth);
- return visibility;
- }
- #endif
- #if SHADOW_FILTER == 2
- #define PCFBOUND 2.0 // 5x5
- #define PCFSAMPLES 25
- #elif SHADOW_FILTER == 1
- #define PCFBOUND 1.0 // 3x3
- #define PCFSAMPLES 9
- #else
- #define PCFBOUND 0.0
- #define PCFSAMPLES 1
- #endif
- #ifdef COLORED_SHADOWS
- float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
- {
- vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy);
- float depth = max(realDistance - texDepth.r, realDistance - texDepth.b);
- return depth;
- }
- #else
- float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
- {
- float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
- float depth = realDistance - texDepth;
- return depth;
- }
- #endif
- #define BASEFILTERRADIUS 1.0
- float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
- {
- // Return fast if sharp shadows are requested
- if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
- return 0.0;
- vec2 clampedpos;
- float y, x;
- float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
- // A factor from 0 to 1 to reduce blurring of short shadows
- float sharpness_factor = 1.0;
- // conversion factor from shadow depth to blur radius
- float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
- if (depth > 0.0 && f_normal_length > 0.0)
- // 5 is empirical factor that controls how fast shadow loses sharpness
- sharpness_factor = clamp(5.0 * depth * depth_to_blur, 0.0, 1.0);
- depth = 0.0;
- float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
- * f_textureresolution / 2.0 / f_shadowfar;
- float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
- return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
- }
- #ifdef POISSON_FILTER
- const vec2[64] poissonDisk = vec2[64](
- vec2(0.170019, -0.040254),
- vec2(-0.299417, 0.791925),
- vec2(0.645680, 0.493210),
- vec2(-0.651784, 0.717887),
- vec2(0.421003, 0.027070),
- vec2(-0.817194, -0.271096),
- vec2(-0.705374, -0.668203),
- vec2(0.977050, -0.108615),
- vec2(0.063326, 0.142369),
- vec2(0.203528, 0.214331),
- vec2(-0.667531, 0.326090),
- vec2(-0.098422, -0.295755),
- vec2(-0.885922, 0.215369),
- vec2(0.566637, 0.605213),
- vec2(0.039766, -0.396100),
- vec2(0.751946, 0.453352),
- vec2(0.078707, -0.715323),
- vec2(-0.075838, -0.529344),
- vec2(0.724479, -0.580798),
- vec2(0.222999, -0.215125),
- vec2(-0.467574, -0.405438),
- vec2(-0.248268, -0.814753),
- vec2(0.354411, -0.887570),
- vec2(0.175817, 0.382366),
- vec2(0.487472, -0.063082),
- vec2(0.355476, 0.025357),
- vec2(-0.084078, 0.898312),
- vec2(0.488876, -0.783441),
- vec2(0.470016, 0.217933),
- vec2(-0.696890, -0.549791),
- vec2(-0.149693, 0.605762),
- vec2(0.034211, 0.979980),
- vec2(0.503098, -0.308878),
- vec2(-0.016205, -0.872921),
- vec2(0.385784, -0.393902),
- vec2(-0.146886, -0.859249),
- vec2(0.643361, 0.164098),
- vec2(0.634388, -0.049471),
- vec2(-0.688894, 0.007843),
- vec2(0.464034, -0.188818),
- vec2(-0.440840, 0.137486),
- vec2(0.364483, 0.511704),
- vec2(0.034028, 0.325968),
- vec2(0.099094, -0.308023),
- vec2(0.693960, -0.366253),
- vec2(0.678884, -0.204688),
- vec2(0.001801, 0.780328),
- vec2(0.145177, -0.898984),
- vec2(0.062655, -0.611866),
- vec2(0.315226, -0.604297),
- vec2(-0.780145, 0.486251),
- vec2(-0.371868, 0.882138),
- vec2(0.200476, 0.494430),
- vec2(-0.494552, -0.711051),
- vec2(0.612476, 0.705252),
- vec2(-0.578845, -0.768792),
- vec2(-0.772454, -0.090976),
- vec2(0.504440, 0.372295),
- vec2(0.155736, 0.065157),
- vec2(0.391522, 0.849605),
- vec2(-0.620106, -0.328104),
- vec2(0.789239, -0.419965),
- vec2(-0.545396, 0.538133),
- vec2(-0.178564, -0.596057)
- );
- #ifdef COLORED_SHADOWS
- vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
- {
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
- if (radius < 0.1) {
- // we are in the middle of even brightness, no need for filtering
- return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
- }
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float scale_factor = radius / f_textureresolution;
- int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
- samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
- int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
- int end_offset = int(samples) + init_offset;
- for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
- visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
- }
- return visibility / samples;
- }
- #else
- float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
- {
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
- if (radius < 0.1) {
- // we are in the middle of even brightness, no need for filtering
- return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
- }
- vec2 clampedpos;
- float visibility = 0.0;
- float scale_factor = radius / f_textureresolution;
- int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
- samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
- int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
- int end_offset = int(samples) + init_offset;
- for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
- visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
- }
- return visibility / samples;
- }
- #endif
- #else
- /* poisson filter disabled */
- #ifdef COLORED_SHADOWS
- vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
- {
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
- if (radius < 0.1) {
- // we are in the middle of even brightness, no need for filtering
- return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
- }
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float x, y;
- float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
- bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
- float scale_factor = radius / bound / f_textureresolution;
- float n = 0.0;
- // basic PCF filter
- for (y = -bound; y <= bound; y += 1.0)
- for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
- visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
- n += 1.0;
- }
- return visibility / max(n, 1.0);
- }
- #else
- float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
- {
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
- if (radius < 0.1) {
- // we are in the middle of even brightness, no need for filtering
- return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
- }
- vec2 clampedpos;
- float visibility = 0.0;
- float x, y;
- float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
- bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
- float scale_factor = radius / bound / f_textureresolution;
- float n = 0.0;
- // basic PCF filter
- for (y = -bound; y <= bound; y += 1.0)
- for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
- visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
- n += 1.0;
- }
- return visibility / max(n, 1.0);
- }
- #endif
- #endif
- #endif
- void main(void)
- {
- vec3 color;
- vec2 uv = varTexCoord.st;
- vec4 base = texture2D(baseTexture, uv).rgba;
- // If alpha is zero, we can just discard the pixel. This fixes transparency
- // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
- // and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
- #ifdef USE_DISCARD
- if (base.a == 0.0)
- discard;
- #endif
- #ifdef USE_DISCARD_REF
- if (base.a < 0.5)
- discard;
- #endif
- color = base.rgb;
- vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
- #ifdef ENABLE_DYNAMIC_SHADOWS
- // Fragment normal, can differ from vNormal which is derived from vertex normals.
- vec3 fNormal = vNormal;
- if (f_shadow_strength > 0.0) {
- float shadow_int = 0.0;
- vec3 shadow_color = vec3(0.0, 0.0, 0.0);
- vec3 posLightSpace = getLightSpacePosition();
- float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
- if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
- distance_rate = 0.0;
- float f_adj_shadow_strength = max(adj_shadow_strength - mtsmoothstep(0.9, 1.1, posLightSpace.z),0.0);
- if (distance_rate > 1e-7) {
- #ifdef COLORED_SHADOWS
- vec4 visibility;
- if (cosLight > 0.0 || f_normal_length < 1e-3)
- visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- visibility = vec4(1.0, 0.0, 0.0, 0.0);
- shadow_int = visibility.r;
- shadow_color = visibility.gba;
- #else
- if (cosLight > 0.0 || f_normal_length < 1e-3)
- shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- shadow_int = 1.0;
- #endif
- shadow_int *= distance_rate;
- shadow_int = clamp(shadow_int, 0.0, 1.0);
- }
- // turns out that nightRatio falls off much faster than
- // actual brightness of artificial light in relation to natual light.
- // Power ratio was measured on torches in MTG (brightness = 14).
- float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
- float shadow_uncorrected = shadow_int;
- // Apply self-shadowing when light falls at a narrow angle to the surface
- // Cosine of the cut-off angle.
- const float self_shadow_cutoff_cosine = 0.035;
- if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
- shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- #if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES || MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS)
- // Prevents foliage from becoming insanely bright outside the shadow map.
- shadow_uncorrected = mix(shadow_int, shadow_uncorrected, clamp(distance_rate * 4.0 - 3.0, 0.0, 1.0));
- #endif
- }
- shadow_int *= f_adj_shadow_strength;
- // calculate fragment color from components:
- col.rgb =
- adjusted_night_ratio * col.rgb + // artificial light
- (1.0 - adjusted_night_ratio) * ( // natural light
- col.rgb * (1.0 - shadow_int * (1.0 - shadow_color) * (1.0 - shadow_tint)) + // filtered texture color
- dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
- vec3 reflect_ray = -normalize(v_LightDirection - fNormal * dot(v_LightDirection, fNormal) * 2.0);
- vec3 viewVec = normalize(worldPosition + cameraOffset - cameraPosition);
- // Water reflections
- #if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS) && ENABLE_WAVING_WATER)
- vec3 wavePos = worldPosition * vec3(2.0, 0.0, 2.0);
- float off = animationTimer * WATER_WAVE_SPEED * 10.0;
- wavePos.x /= WATER_WAVE_LENGTH * 3.0;
- wavePos.z /= WATER_WAVE_LENGTH * 2.0;
- // This is an analogous method to the bumpmap, except we get the gradient information directly from gnoise.
- vec2 gradient = wave_noise(wavePos, off);
- fNormal = normalize(normalize(fNormal) + vec3(gradient.x, 0., gradient.y) * WATER_WAVE_HEIGHT * abs(fNormal.y) * 0.25);
- reflect_ray = -normalize(v_LightDirection - fNormal * dot(v_LightDirection, fNormal) * 2.0);
- float fresnel_factor = dot(fNormal, viewVec);
- float brightness_factor = 1.0 - adjusted_night_ratio;
- // A little trig hack. We go from the dot product of viewVec and normal to the dot product of viewVec and tangent to apply a fresnel effect.
- fresnel_factor = clamp(pow(1.0 - fresnel_factor * fresnel_factor, 8.0), 0.0, 1.0) * 0.8 + 0.2;
- col.rgb *= 0.5;
- vec3 reflection_color = mix(vec3(max(fogColor.r, max(fogColor.g, fogColor.b))), fogColor.rgb, f_shadow_strength);
- // Sky reflection
- col.rgb += reflection_color * pow(fresnel_factor, 2.0) * 0.5 * brightness_factor;
- vec3 water_reflect_color = 12.0 * dayLight * fresnel_factor * mtsmoothstep(0.85, 0.9, pow(clamp(dot(reflect_ray, viewVec), 0.0, 1.0), 32.0)) * max(1.0 - shadow_uncorrected, 0.0);
- // This line exists to prevent ridiculously bright reflection colors.
- water_reflect_color /= clamp(max(water_reflect_color.r, max(water_reflect_color.g, water_reflect_color.b)) * 0.375, 1.0, 400.0);
- col.rgb += water_reflect_color * f_adj_shadow_strength * brightness_factor;
- #endif
- #if (defined(ENABLE_NODE_SPECULAR) && !defined(MATERIAL_WAVING_LIQUID))
- // Apply specular to blocks.
- if (dot(v_LightDirection, vNormal) < 0.0) {
- float intensity = 2.0 * (1.0 - (base.r * varColor.r));
- const float specular_exponent = 5.0;
- const float fresnel_exponent = 4.0;
- col.rgb +=
- intensity * dayLight * (1.0 - nightRatio) * (1.0 - shadow_uncorrected) * f_adj_shadow_strength *
- pow(max(dot(reflect_ray, viewVec), 0.0), fresnel_exponent) * pow(1.0 - abs(dot(viewVec, fNormal)), specular_exponent);
- }
- #endif
- #if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES) && defined(ENABLE_TRANSLUCENT_FOLIAGE)
- // Simulate translucent foliage.
- col.rgb += 4.0 * dayLight * base.rgb * normalize(base.rgb * varColor.rgb * varColor.rgb) * f_adj_shadow_strength * pow(max(-dot(v_LightDirection, viewVec), 0.0), 4.0) * max(1.0 - shadow_uncorrected, 0.0);
- #endif
- }
- #endif
- // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
- // the fog will only be rendered correctly if the last operation before the
- // clamp() is an addition. Else, the clamp() seems to be ignored.
- // E.g. the following won't work:
- // float clarity = clamp(fogShadingParameter
- // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
- // As additions usually come for free following a multiplication, the new formula
- // should be more efficient as well.
- // Note: clarity = (1 - fogginess)
- float clarity = clamp(fogShadingParameter
- - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
- float fogColorMax = max(max(fogColor.r, fogColor.g), fogColor.b);
- // Prevent zero division.
- if (fogColorMax < 0.0000001) fogColorMax = 1.0;
- // For high clarity (light fog) we tint the fog color.
- // For this to not make the fog color artificially dark we need to normalize using the
- // fog color's brightest value. We then blend our base color with this to make the fog.
- col = mix(fogColor * pow(fogColor / fogColorMax, vec4(2.0 * clarity)), col, clarity);
- col = vec4(col.rgb, base.a);
- gl_FragData[0] = col;
- }
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