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OpenMW/files/shaders/compatibility/fog.glsl

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#if @skyBlending
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#include "lib/core/fragment.h.glsl"
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uniform float skyBlendingStart;
#endif
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vec4 applyFogAtDist(vec4 color, float euclideanDist, float linearDist, float far)
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{
#if @radialFog
float dist = euclideanDist;
#else
float dist = abs(linearDist);
#endif
#if @exponentialFog
float fogValue = 1.0 - exp(-2.0 * max(0.0, dist - gl_Fog.start/2.0) / (gl_Fog.end - gl_Fog.start/2.0));
#else
float fogValue = clamp((dist - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#endif
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#ifdef ADDITIVE_BLENDING
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color.xyz *= 1.0 - fogValue;
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#else
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color.xyz = mix(color.xyz, gl_Fog.color.xyz, fogValue);
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#endif
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#if @skyBlending
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float fadeValue = clamp((far - dist) / (far - skyBlendingStart), 0.0, 1.0);
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fadeValue *= fadeValue;
#ifdef ADDITIVE_BLENDING
color.xyz *= fadeValue;
#else
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color.xyz = mix(sampleSkyColor(gl_FragCoord.xy / screenRes), color.xyz, fadeValue);
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#endif
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#endif
return color;
}
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vec4 applyFogAtPos(vec4 color, vec3 pos, float far)
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{
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return applyFogAtDist(color, length(pos), pos.z, far);
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}