col = applyToneMapping(col);
#endif
-#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
- float alpha = gl_Color.a;
- if (fogDistance != 0.0) {
- float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
- alpha = mix(0.0, alpha, d);
- }
- col = vec4(col.rgb, alpha);
-#else
if (fogDistance != 0.0) {
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
col = mix(skyBgColor, col, d);
}
col = vec4(col.rgb, base.a);
-#endif
gl_FragColor = col;
}
col = applyToneMapping(col);
#endif
-#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
- float alpha = gl_Color.a;
- if (fogDistance != 0.0) {
- float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
- alpha = mix(0.0, alpha, d);
- }
- col = vec4(col.rgb, alpha);
-#else
if (fogDistance != 0.0) {
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
col = mix(skyBgColor, col, d);
}
col = vec4(col.rgb, base.a);
-#endif
gl_FragColor = col;
}