axmol/tests/cpp-tests/Source/shaders/fog.vert

34 lines
1.2 KiB
GLSL
Raw Normal View History

#version 310 es
layout(location = POSITION) in vec4 a_position;
layout(location = TEXCOORD0) in vec2 a_texCoord;
layout(location = TEXCOORD0) out vec2 v_texCoord;
layout(location = TEXCOORD1) out float v_fogFactor; //weight for fog TEXCOORD1~TEXCOORD7 safe to use when this shader prog not use thems
layout(std140) uniform vs_ub {
float u_fogDensity;// For exp and exp2 equation
float u_fogStart; // This is only for linear fog
float u_fogEnd; // This is only for linear fog
int u_fogEquation; // 0 = linear, 1 = exp, 2 = exp2
mat4 u_MVPMatrix;
};
void main(void)
{
gl_Position = u_MVPMatrix * a_position;
v_texCoord = a_texCoord;
float fogFragCoord = abs(gl_Position.z); //get fog distance
if(u_fogEquation == 0)
v_fogFactor = (u_fogEnd-fogFragCoord )/(u_fogEnd-u_fogStart); //linear fog
else if(u_fogEquation == 1)
v_fogFactor = exp(-u_fogDensity*fogFragCoord ); //exp fog
else if(u_fogEquation == 2)
v_fogFactor = exp(-pow(u_fogDensity*fogFragCoord , 2.0)); //exp2 fog
v_fogFactor = clamp(v_fogFactor, 0.0, 1.0); //clamp 0 to 1
}