X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=vrfileman;a=blobdiff_plain;f=sdr%2Fgrid.p.glsl;h=d41d17f76a4bc590895c818aac719afe31e8deb0;hp=825cdc6b89802e1d0a3948baf92102675f158349;hb=cb2703917746784c4ea3408a049ff4297dfc268e;hpb=84320a4b92c1922cd40bd7ce3d942d19cc704bd2 diff --git a/sdr/grid.p.glsl b/sdr/grid.p.glsl index 825cdc6..d41d17f 100644 --- a/sdr/grid.p.glsl +++ b/sdr/grid.p.glsl @@ -1,14 +1,17 @@ uniform sampler2D tex; +uniform vec3 fog_color, grid_color; varying vec3 vpos; void main() { - const vec3 bg_color = vec3(0.5, 0.1, 1.0); - vec3 grid_color = texture2D(tex, gl_TexCoord[0].st).xyz; + vec3 texel = texture2D(tex, gl_TexCoord[0].st).xyz; + vec3 color = pow(texel * grid_color, vec3(0.76)) * 5.0; - float fog = min(abs(vpos.z) * 0.05, 1.0); + float dist = abs(vpos.z); + float fog = 1.0 - exp(-dist * 0.12); - gl_FragColor.xyz = mix(grid_color, bg_color, fog); + float t = clamp(fog, 0.0, 1.0); + gl_FragColor.xyz = mix(color, fog_color, t); gl_FragColor.a = 1.0; }