Add fog to Single-Pass lighting.
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@ -167,6 +167,12 @@ MaterialDef Phong Lighting {
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INSTANCING : UseInstancing
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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// fog - jayfella
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USE_FOG : UseFog
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FOG_LINEAR : LinearFog
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FOG_EXP : ExpFog
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FOG_EXPSQ : ExpSqFog
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}
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}
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@ -6,6 +6,26 @@
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#import "Common/ShaderLib/Lighting.glsllib"
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#endif
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// fog - jayfella
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#ifdef USE_FOG
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#import "Common/ShaderLib/MaterialFog.glsllib"
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varying float fog_distance;
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uniform vec4 m_FogColor;
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#ifdef FOG_LINEAR
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uniform vec2 m_LinearFog;
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#endif
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#ifdef FOG_EXP
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uniform float m_ExpFog;
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#endif
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#ifdef FOG_EXPSQ
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uniform float m_ExpSqFog;
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#endif
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#endif // end fog
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varying vec2 texCoord;
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#ifdef SEPARATE_TEXCOORD
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varying vec2 texCoord2;
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@ -226,5 +246,20 @@ void main(){
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}
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#endif
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// add fog after the lighting because shadows will cause the fog to darken
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// which just results in the geometry looking like it's changed color
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#ifdef USE_FOG
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#ifdef FOG_LINEAR
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gl_FragColor = getFogLinear(gl_FragColor, m_FogColor, m_LinearFog.x, m_LinearFog.y, fog_distance);
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#endif
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#ifdef FOG_EXP
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gl_FragColor = getFogExp(gl_FragColor, m_FogColor, m_ExpFog, fog_distance);
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#endif
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#ifdef FOG_EXPSQ
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gl_FragColor = getFogExpSquare(gl_FragColor, m_FogColor, m_ExpSqFog, fog_distance);
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#endif
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#endif // end fog
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gl_FragColor.a = alpha;
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}
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@ -8,6 +8,11 @@
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#import "Common/ShaderLib/BlinnPhongLighting.glsllib"
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#endif
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// fog - jayfella
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#ifdef USE_FOG
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varying float fog_distance;
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uniform vec3 g_CameraPosition;
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#endif
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uniform vec4 m_Ambient;
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uniform vec4 m_Diffuse;
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@ -187,5 +192,9 @@ void main(){
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#ifdef USE_REFLECTION
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computeRef(modelSpacePos);
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#endif
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#endif
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#ifdef USE_FOG
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fog_distance = distance(g_CameraPosition, (g_WorldMatrix * modelSpacePos).xyz);
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#endif
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}
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