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