mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-21 18:17:03 +08:00
feat(renderer): add fog effect based on render distance
This commit is contained in:
@@ -25,6 +25,10 @@ uniform float minRadius;
|
||||
uniform float maxRadius;
|
||||
uniform bool enablePBR;
|
||||
uniform bool flipY;
|
||||
|
||||
uniform int renderDistance;
|
||||
uniform vec3 skyColor;
|
||||
|
||||
const vec2 poissonDisk32[32] = vec2[](
|
||||
vec2(-0.975402, -0.071138),
|
||||
vec2(-0.920347, -0.411420),
|
||||
@@ -341,8 +345,17 @@ void main(void) {
|
||||
vec3 specular = spec * sunlightColor * specularStrength;
|
||||
|
||||
float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
|
||||
|
||||
|
||||
// fog
|
||||
float dist = length(cameraPos - vert_pos);
|
||||
vec4 fogColor = vec4(skyColor, 1.0);
|
||||
float fogStart = renderDistance * 16 * 0.9;
|
||||
float fogEnd = renderDistance * 16;
|
||||
|
||||
float fogFactor = smoothstep(fogEnd, fogStart, dist);
|
||||
color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb + (1.0-shadow) * specular * objectColor.rgb, objectColor.a);
|
||||
|
||||
color = mix(fogColor, color, fogFactor);
|
||||
//color = vec4(normal * 0.5 + 0.5, 1.0);
|
||||
//color = vec4(tangent * 0.5 + 0.5, 1.0);;
|
||||
//color = vec4(norm * 0.5 + 0.5, 1.0);
|
||||
|
||||
Reference in New Issue
Block a user