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luanti/client/shaders/soft_clouds/opengl_fragment.glsl
2024-10-01 20:00:24 +02:00

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GLSL

uniform lowp vec4 fogColor;
uniform float fogDistance;
uniform float fogShadingParameter;
varying highp vec3 eyeVec;
varying lowp vec4 varColor;
varying lowp vec3 normal;
uniform vec3 v_LightDirection;
void main(void)
{
float brightness = max(dot(-v_LightDirection, normal), 0.0);
vec4 col = varColor;
col.rgb *= brightness;
float clarity = clamp(fogShadingParameter
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col.rgb = mix(fogColor.rgb, col.rgb, clarity);
gl_FragColor = col;
}