feat(renderer): add fog effect based on render distance

This commit is contained in:
2026-06-20 15:49:00 +08:00
parent 5385876a8a
commit be17846c16
2 changed files with 16 additions and 1 deletions

View File

@@ -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);

View File

@@ -728,6 +728,8 @@ void Renderer::render_world() {
normal_block_shader.set_loc("specularStrength", m_specular_strength);
normal_block_shader.set_loc("cameraPos", m_camera.get_camera_pos());
normal_block_shader.set_loc("flipY", m_flip_y);
normal_block_shader.set_loc("renderDistance", m_world.rendering_distance());
normal_block_shader.set_loc("skyColor", m_sky_uniform.sky_top);
m_mvp_mat = m_p_mat * m_mv_mat;
auto& m_planes = m_world.planes();