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43 lines
No EOL
1.1 KiB
GLSL
43 lines
No EOL
1.1 KiB
GLSL
shader_type spatial;
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render_mode unshaded, cull_disabled, blend_mix;
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uniform float mist_level = 0.0;
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uniform vec4 mist_color : hint_color = vec4( 1.0, 0.0, 1.0, 1.0 );
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uniform float mist_height = 0.0;
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uniform float mist_distance = 25.0;
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varying mat4 CAMERA;
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void vertex()
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{
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POSITION = vec4(VERTEX, 1.0);
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CAMERA = CAMERA_MATRIX;
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}
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void fragment()
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{
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float depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;
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vec3 ndc = vec3(SCREEN_UV, depth) * 2.0 - 1.0;
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vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
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view.xyz /= view.w;
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float linear_depth = -view.z;
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vec4 world = CAMERA * INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
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vec3 world_position = world.xyz / world.w;
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if ( linear_depth*mist_level <= mist_distance )
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{
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ALBEDO = vec3( 1.0, 0.0, 1.0 ) * mist_level;
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ALPHA = (linear_depth*mist_level)/mist_distance;
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}
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else
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{
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ALBEDO = vec3( 1.0, 0.0, 1.0 );
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ALPHA = 1.0;
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}
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// if ( world_position.y > 0.2 && world_position.y >= mist_height )
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// {
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// ALPHA *= mist_height/world_position.y;
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// }
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} |