VoxelEngine/res/main.glslf
2021-09-17 19:16:57 +03:00

18 lines
395 B
GLSL

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