18 lines
406 B
GLSL
18 lines
406 B
GLSL
#version 330 core
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in vec4 a_color;
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in vec2 a_texCoord;
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in float a_distance;
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out vec4 f_color;
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uniform sampler2D u_texture0;
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uniform vec3 u_fogColor;
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void main(){
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vec4 tex_color = texture(u_texture0, a_texCoord);
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//if (tex_color.a < 0.5)
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// discard;
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float depth = (a_distance/256.0)*(a_distance/256.0)*256.0/6;
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f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, depth/256.0/1.0f));
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}
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