Fixed an issue in the fog filter's shader that was preventing it to run on android

cleanup_build_scripts
Nehon 9 years ago
parent 29dfff223c
commit 6bdf479a0a
  1. 2
      jme3-effects/src/main/resources/Common/MatDefs/Post/Fog.frag
  2. 2
      jme3-effects/src/main/resources/Common/MatDefs/Post/Fog15.frag

@ -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));

@ -10,10 +10,10 @@ uniform float m_FogDistance;
in vec2 texCoord;
out vec4 fragColor;
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 = getColor(m_Texture, texCoord);
float fogVal = getDepth(m_DepthTexture,texCoord).r;
float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x));

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