varying vec3 ldir;
varying vec2 tex_coord;
+// const float fog_density = 0.005;
+uniform float fog_density;
+const vec4 sky_color = vec4(0.35, 0.5, 0.65, 1.0);
+
out vec4 color;
void main()
{
- vec3 p = normalize(pos);
+ vec3 p = normalize(pos); // view space dir
vec3 n = normalize(normal);
vec3 l = normalize(ldir);
float cdiff = max(dot(l, n), 0.0);
float cspec = pow(max(dot(r, vdir), 0.0), shininess);
+ float dist = -pos.z;
+ float fog = clamp(exp(-fog_density * dist), 0.0, 1.0);
+
vec4 texel = texture2D(tex, tex_coord);
- //color.xyz = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
- color.xyz = diffuse.xyz * cdiff + specular.xyz * cspec;
- color.w = 1.0;
+
+ vec4 object_color;
+ object_color.xyz = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
+ object_color.w = 1.0;
+
+ color = mix(sky_color, object_color, fog);
}