mirror of https://github.com/axmolengine/axmol.git
34 lines
1.2 KiB
GLSL
34 lines
1.2 KiB
GLSL
#version 310 es
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layout(location = POSITION) in vec4 a_position;
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layout(location = TEXCOORD0) in vec2 a_texCoord;
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layout(location = TEXCOORD0) out vec2 v_texCoord;
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layout(location = TEXCOORD1) out float v_fogFactor; //weight for fog TEXCOORD1~TEXCOORD7 safe to use when this shader prog not use thems
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layout(std140, binding = 0) uniform vs_ub {
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float u_fogDensity;// For exp and exp2 equation
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float u_fogStart; // This is only for linear fog
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float u_fogEnd; // This is only for linear fog
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int u_fogEquation; // 0 = linear, 1 = exp, 2 = exp2
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mat4 u_MVPMatrix;
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};
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void main(void)
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{
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gl_Position = u_MVPMatrix * a_position;
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v_texCoord = a_texCoord;
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float fogFragCoord = abs(gl_Position.z); //get fog distance
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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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v_fogFactor = clamp(v_fogFactor, 0.0, 1.0); //clamp 0 to 1
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}
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