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@Ali-RS
Created April 22, 2019 11:33
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GLSL Fog library for jmonkeyengine
/*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// @see: http://in2gpu.com/2014/07/22/create-fog-shader/
// @see: https://hub.jmonkeyengine.org/t/fog-glsl-library-for-materials/40943
// Float FogDensity: 0.05
// Float FogDensity: 0.003
// Float FogStart = 20.0
// Float FogEnd = 80.0
// .vert: varying float dist;
// .vert: dist = distance(g_CameraPosition, (g_WorldViewMatrix * modelSpacePos).xyz);
// pick one...
// .frag: vec4 fogResult = getFogLinear(gl_FragColor, fogColor, start, end, dist);
// .frag: vec4 fogResult = getFogExp(gl_FragColor, fogColor, m_FogDensity, dist);
// .frag: vec4 fogResult = getFogExpSquare(gl_FragColor, fogColor, m_FogDensity, dist);
vec4 getFogLinear(in vec4 diffuseColor, in vec4 fogColor, in float start, in float end, in float distance) {
float fogFactor = (end - distance) / (end - start);
fogFactor = clamp(fogFactor, 0.0, 1.0);
return mix(fogColor, diffuseColor, fogFactor);
}
vec4 getFogExp(in vec4 diffuseColor, in vec4 fogColor, in float fogDensity, in float distance) {
float fogFactor = 1.0 / exp(distance * fogDensity);
fogFactor = clamp( fogFactor, 0.0, 1.0 );
return mix(fogColor, diffuseColor, fogFactor);
}
vec4 getFogExpSquare(in vec4 diffuseColor, in vec4 fogColor, in float fogDensity, in float distance) {
float fogFactor = 1.0 / exp( (distance * fogDensity) * (distance * fogDensity));
fogFactor = clamp( fogFactor, 0.0, 1.0 );
vec4 finalColor = mix(fogColor, diffuseColor, fogFactor);
return finalColor;
}
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