31 lines
763 B
GLSL
31 lines
763 B
GLSL
in vec4 a_color;
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in vec2 a_texCoord;
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in float a_distance;
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in vec3 a_dir;
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out vec4 f_color;
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uniform sampler2D u_texture0;
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uniform samplerCube u_cubemap;
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uniform vec3 u_fogColor;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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uniform bool u_alphaClip;
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void main() {
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vec3 fogColor = texture(u_cubemap, a_dir).rgb;
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vec4 tex_color = texture(u_texture0, a_texCoord);
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float depth = (a_distance/256.0);
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float alpha = a_color.a * tex_color.a;
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if (u_alphaClip) {
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if (alpha < 0.2f)
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discard;
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alpha = 1.0;
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} else {
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if (alpha < 0.002f)
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discard;
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}
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f_color = mix(a_color * tex_color, vec4(fogColor,1.0),
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min(1.0, pow(depth*u_fogFactor, u_fogCurve)));
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f_color.a = alpha;
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}
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