uniform float far; #if @skyBlending #include "openmw_fragment.h.glsl" uniform float skyBlendingStart; #endif vec4 applyFogAtDist(vec4 color, float euclideanDist, float linearDist) { #if @radialFog float dist = euclideanDist; #else float dist = abs(linearDist); #endif #if @exponentialFog float fogValue = 1.0 - exp(-2.0 * max(0.0, dist - gl_Fog.start/2.0) / (gl_Fog.end - gl_Fog.start/2.0)); #else float fogValue = clamp((dist - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0); #endif #ifdef ADDITIVE_BLENDING color.xyz *= 1.0 - fogValue; #else color.xyz = mix(color.xyz, gl_Fog.color.xyz, fogValue); #endif #if @skyBlending float fadeValue = clamp((far - dist) / (far - skyBlendingStart), 0.0, 1.0); fadeValue *= fadeValue; #ifdef ADDITIVE_BLENDING color.xyz *= fadeValue; #else color.xyz = mix(mw_sampleSkyColor(gl_FragCoord.xy / screenRes), color.xyz, fadeValue); #endif #endif return color; } vec4 applyFogAtPos(vec4 color, vec3 pos) { return applyFogAtDist(color, length(pos), pos.z); }