diff options
Diffstat (limited to 'src/main/resources')
-rw-r--r-- | src/main/resources/shaders/chunk.frag | 18 | ||||
-rw-r--r-- | src/main/resources/shaders/chunk_fog.frag | 40 |
2 files changed, 40 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; } diff --git a/src/main/resources/shaders/chunk_fog.frag b/src/main/resources/shaders/chunk_fog.frag new file mode 100644 index 0000000..ab188ab --- /dev/null +++ b/src/main/resources/shaders/chunk_fog.frag @@ -0,0 +1,40 @@ +#version 330 core +out vec4 FragColor; + +in vec2 TexCoord; +in vec2 BTexCoord; +in vec4 DaColor; +in vec4 Viewport; +in mat4 ProjInv; +in vec4 FogColor; +in vec2 FogStartEnd; + +uniform sampler2D atlas; +uniform sampler2D lightTex; + +void main() +{ + vec4 texColor = texture(atlas, TexCoord); + vec4 colorMult = DaColor/256.0; + + vec4 lightyColor = texture(lightTex, (BTexCoord + 8.0) / 256.0); + + vec4 rasterColor = ((texColor * colorMult) * lightyColor); + + 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); +} |