#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
float alpha = gl_Color.a;
if (fogDistance != 0.0) {
- float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
- alpha = mix(alpha, 0.0, d);
+ 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 = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
+ 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
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
float alpha = gl_Color.a;
if (fogDistance != 0.0) {
- float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
- alpha = mix(alpha, 0.0, d);
+ 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 = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
+ 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
vec4 col = vec4(color.rgb, base.a);
col *= gl_Color;
if (fogDistance != 0.0) {
- float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
+ float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
+ col = mix(skyBgColor, col, d);
}
gl_FragColor = vec4(col.rgb, base.a);
}