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#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);
// 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;
}
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