24 lines
530 B
GLSL
24 lines
530 B
GLSL
#version 150
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#moj_import <fog.glsl>
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uniform sampler2D Sampler0;
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uniform mat4 ProjMat;
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uniform vec4 ColorModulator;
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uniform float FogStart;
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uniform float FogEnd;
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uniform vec4 FogColor;
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in vec4 vertexColor;
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in vec2 texCoord0;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(Sampler0, texCoord0);
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color *= vertexColor * ColorModulator;
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float fragmentDistance = -ProjMat[3].z / ((gl_FragCoord.z) * -2.0 + 1.0 - ProjMat[2].z);
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fragColor = linear_fog(color, fragmentDistance, FogStart, FogEnd, FogColor);
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}
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