zworld/assets/shaders/lines.fs.glsl

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2024-01-14 22:56:06 +08:00
#version 450
#extension GL_GOOGLE_include_directive : enable
#include "lib/common.glsl"
IN(0, vec3, color)
OUT(0, vec4, color)
float FogDensity = 0.04;
void main()
{
float depth = gl_FragCoord.z / gl_FragCoord.w - 0.2;
// Calculate the fog factor
float fogFactor = exp(-depth * FogDensity);
fogFactor = clamp(fogFactor, 0.0, 1.0);
out_color = vec4(in_color, fogFactor);
}