2 uniform sampler2D myTexture;
\r
3 uniform vec4 skyBgColor;
\r
4 uniform float fogDistance;
\r
6 varying vec3 vPosition;
\r
10 //vec4 col = vec4(1.0, 0.0, 0.0, 1.0);
\r
11 vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
\r
14 col = col * col; // SRGB -> Linear
\r
16 col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
\r
17 col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
\r
18 col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
\r
19 col = sqrt(col); // Linear -> SRGB
\r
20 if(fogDistance != 0.0){
\r
21 float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
\r
22 col = mix(col, skyBgColor, d);
\r
24 gl_FragColor = vec4(col.r, col.g, col.b, a);
\r