|
|
|
@ -6,10 +6,10 @@ uniform vec4 m_FogColor; |
|
|
|
|
uniform float m_FogDensity; |
|
|
|
|
uniform float m_FogDistance; |
|
|
|
|
|
|
|
|
|
vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance); |
|
|
|
|
const float LOG2 = 1.442695; |
|
|
|
|
|
|
|
|
|
void main() { |
|
|
|
|
vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance); |
|
|
|
|
vec4 texVal = texture2D(m_Texture, texCoord); |
|
|
|
|
float fogVal =texture2D(m_DepthTexture,texCoord).r; |
|
|
|
|
float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x)); |
|
|
|
|