Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
34 changes: 4 additions & 30 deletions jme3-core/src/main/resources/Common/MatDefs/Light/Lighting.frag
Original file line number Diff line number Diff line change
Expand Up @@ -6,25 +6,9 @@
#import "Common/ShaderLib/Lighting.glsllib"
#endif

// fog - jayfella
#ifdef USE_FOG
#import "Common/ShaderLib/MaterialFog.glsllib"
varying float fog_distance;
uniform vec4 m_FogColor;

#ifdef FOG_LINEAR
uniform vec2 m_LinearFog;
#endif

#ifdef FOG_EXP
uniform float m_ExpFog;
#endif

#ifdef FOG_EXPSQ
uniform float m_ExpSqFog;
#endif

#endif // end fog
#import "Common/ShaderLib/MaterialFog.glsllib"
#endif

varying vec2 texCoord;
#ifdef SEPARATE_TEXCOORD
Expand Down Expand Up @@ -231,21 +215,11 @@ void main(){
SpecularSum2.rgb * specularColor.rgb * vec3(light.y);
#endif


// add fog after the lighting because shadows will cause the fog to darken
// which just results in the geometry looking like it's changed color
#ifdef USE_FOG
#ifdef FOG_LINEAR
gl_FragColor = getFogLinear(gl_FragColor, m_FogColor, m_LinearFog.x, m_LinearFog.y, fog_distance);
#endif
#ifdef FOG_EXP
gl_FragColor = getFogExp(gl_FragColor, m_FogColor, m_ExpFog, fog_distance);
#endif
#ifdef FOG_EXPSQ
gl_FragColor = getFogExpSquare(gl_FragColor, m_FogColor, m_ExpSqFog, fog_distance);
#endif
#endif // end fog

gl_FragColor = MaterialFog_calculateFogColor(vec4(gl_FragColor));
#endif

gl_FragColor.a = alpha;
}
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
//author @jayfella
#ifndef __MATERIAL_FOG_UTIL__
#define __MATERIAL_FOG_UTIL__


vec4 getFogLinear(in vec4 diffuseColor, in vec4 fogColor, in float start, in float end, in float distance) {

float fogFactor = (end - distance) / (end - start);
Expand Down Expand Up @@ -39,8 +39,7 @@

#ifdef FOG_EXPSQ
uniform float m_ExpSqFog;
#endif

#endif

vec4 MaterialFog_calculateFogColor(in vec4 fragColor){
#ifdef FOG_LINEAR
Expand All @@ -54,7 +53,7 @@
#endif

return fragColor;
}
}

#endif
#endif