khanat-client/assets/mist/mist.shader

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1.1 KiB
GLSL

shader_type spatial;
render_mode unshaded, cull_disabled, blend_mix;
uniform float mist_level = 0.0;
uniform vec4 mist_color : hint_color = vec4( 1.0, 0.0, 1.0, 1.0 );
uniform float mist_height = 0.0;
uniform float mist_distance = 25.0;
varying mat4 CAMERA;
void vertex()
{
POSITION = vec4(VERTEX, 1.0);
CAMERA = CAMERA_MATRIX;
}
void fragment()
{
float depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;
vec3 ndc = vec3(SCREEN_UV, depth) * 2.0 - 1.0;
vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
view.xyz /= view.w;
float linear_depth = -view.z;
vec4 world = CAMERA * INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
vec3 world_position = world.xyz / world.w;
if ( linear_depth*mist_level <= mist_distance )
{
ALBEDO = vec3( 1.0, 0.0, 1.0 ) * mist_level;
ALPHA = (linear_depth*mist_level)/mist_distance;
}
else
{
ALBEDO = vec3( 1.0, 0.0, 1.0 );
ALPHA = 1.0;
}
// if ( world_position.y > 0.2 && world_position.y >= mist_height )
// {
// ALPHA *= mist_height/world_position.y;
// }
}