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-rw-r--r--src/main/resources/shaders/chunk.frag18
1 files changed, 0 insertions, 18 deletions
diff --git a/src/main/resources/shaders/chunk.frag b/src/main/resources/shaders/chunk.frag
index 0f23b5f..cc03a70 100644
--- a/src/main/resources/shaders/chunk.frag
+++ b/src/main/resources/shaders/chunk.frag
@@ -21,23 +21,5 @@ void main()
vec4 rasterColor = ((texColor * colorMult) * lightyColor);
- // TODO reimplement fog in a way that's not a performance hog
- /*float s = FogStartEnd.x;
- float e = FogStartEnd.y;
-
- vec4 ndcPos;
- ndcPos.xy = ((2.0 * gl_FragCoord.xy) - (2.0 * Viewport.xy)) / (Viewport.zw) - 1;
- ndcPos.z = (2.0 * gl_FragCoord.z - gl_DepthRange.near - gl_DepthRange.far) /
- (gl_DepthRange.far - gl_DepthRange.near);
- ndcPos.w = 1.0;
-
- vec4 clipPos = ndcPos / gl_FragCoord.w;
- vec4 eyePos = ProjInv * clipPos;
-
- float z = length(eyePos);
- float f = (e - z) / (e - s);
- f = clamp(f, 0, 1);
- FragColor = mix(FogColor, rasterColor, f);*/
-
FragColor = rasterColor;
}