2015-01-07 11:47:34 +08:00
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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2015-01-07 17:58:10 +08:00
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varying float v_fogFactor; //weight for fog
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2015-01-07 11:47:34 +08:00
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varying vec2 v_texture_coord;
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2015-01-07 17:58:10 +08:00
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uniform float u_fogDensity;// For exp and exp2 equation
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uniform float u_fogStart; // This is only for linear fog
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uniform float u_fogEnd; // This is only for linear fog
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uniform int u_fogEquation; // 0 = linear, 1 = exp, 2 = exp2
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2015-01-07 11:47:34 +08:00
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2019-03-13 15:06:30 +08:00
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uniform mat4 u_MVPMatrix;
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2015-01-07 11:47:34 +08:00
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void main(void)
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{
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2019-03-13 15:06:30 +08:00
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gl_Position = u_MVPMatrix * a_position;
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2015-01-07 11:47:34 +08:00
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v_texture_coord = a_texCoord;
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2015-01-07 17:58:10 +08:00
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float fogFragCoord = abs(gl_Position.z); //get fog distance
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2015-01-07 11:47:34 +08:00
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2015-01-07 17:58:10 +08:00
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if(u_fogEquation == 0)
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v_fogFactor = (u_fogEnd-fogFragCoord )/(u_fogEnd-u_fogStart); //linear fog
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else if(u_fogEquation == 1)
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v_fogFactor = exp(-u_fogDensity*fogFragCoord ); //exp fog
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else if(u_fogEquation == 2)
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v_fogFactor = exp(-pow(u_fogDensity*fogFragCoord , 2.0)); //exp2 fog
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2015-01-07 11:47:34 +08:00
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2015-01-07 17:58:10 +08:00
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v_fogFactor = clamp(v_fogFactor, 0.0, 1.0); //clamp 0 to 1
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2015-01-07 11:47:34 +08:00
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}
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