Added fog
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4 changed files with 19 additions and 1 deletions
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@ -10,6 +10,8 @@ layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) in vec3 inEyePos;
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layout (location = 5) in vec3 inWorldPos;
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layout (location = 0) out vec4 outFragColor;
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layout (location = 0) out vec4 outFragColor;
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@ -40,11 +42,23 @@ vec3 sampleTerrainLayer()
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return color;
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return color;
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}
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}
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float fog(float density)
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{
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const float LOG2 = -1.442695;
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float dist = gl_FragCoord.z / gl_FragCoord.w * 0.1;
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float d = density * dist;
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return 1.0 - clamp(exp2(d * d * LOG2), 0.0, 1.0);
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}
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void main()
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void main()
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{
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{
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vec3 N = normalize(inNormal);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 L = normalize(inLightVec);
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vec3 ambient = vec3(0.5);
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vec3 ambient = vec3(0.5);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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outFragColor = vec4((ambient + diffuse) * sampleTerrainLayer(), 1.0);
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vec4 color = vec4((ambient + diffuse) * sampleTerrainLayer(), 1.0);
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const vec4 fogColor = vec4(0.47, 0.5, 0.67, 0.0);
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outFragColor = mix(color, fogColor, fog(0.25));
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}
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}
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@ -26,6 +26,8 @@ layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec3 outEyePos;
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layout (location = 5) out vec3 outWorldPos;
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void main()
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void main()
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{
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{
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@ -50,4 +52,6 @@ void main()
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// Calculate vectors for lighting based on tessellated position
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// Calculate vectors for lighting based on tessellated position
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outViewVec = -pos.xyz;
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outViewVec = -pos.xyz;
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outLightVec = normalize(ubo.lightPos.xyz + outViewVec);
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outLightVec = normalize(ubo.lightPos.xyz + outViewVec);
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outWorldPos = pos.xyz;
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outEyePos = vec3(ubo.modelview * pos);
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}
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}
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