Format GLES2 scene.glsl
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@ -310,7 +310,6 @@ uniform highp float fog_height_max;
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uniform mediump float fog_height_curve;
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#endif
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#endif //fog
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void main() {
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@ -625,19 +624,19 @@ VERTEX_SHADER_CODE
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{
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float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
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float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
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fog_amount = pow(fog_z, fog_depth_curve);
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fog_amount = pow(fog_z, fog_depth_curve);
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}
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#endif
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#ifdef FOG_HEIGHT_ENABLED
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{
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float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
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fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
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float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
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fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
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}
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#endif
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fog_interp = vec4(fog_color,fog_amount);
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fog_interp = vec4(fog_color, fog_amount);
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#endif //fog
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@ -2021,8 +2020,8 @@ FRAGMENT_SHADER_CODE
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#if defined(USE_VERTEX_LIGHTING)
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gl_FragColor.rgb = mix(gl_FragColor.rgb,fog_interp.rgb,fog_interp.a);
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#else //pixel based fog
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gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_interp.rgb, fog_interp.a);
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#else //pixel based fog
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float fog_amount = 0.0;
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#ifdef LIGHT_MODE_DIRECTIONAL
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@ -2036,26 +2035,26 @@ FRAGMENT_SHADER_CODE
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{
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float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
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float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex));
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fog_amount = pow(fog_z, fog_depth_curve);
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fog_amount = pow(fog_z, fog_depth_curve);
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if (fog_transmit_enabled) {
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vec3 total_light = gl_FragColor.rgb;
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float transmit = pow(fog_z, fog_transmit_curve);
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fog_color = mix(max(total_light, fog_color), fog_color, transmit);
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}
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if (fog_transmit_enabled) {
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vec3 total_light = gl_FragColor.rgb;
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float transmit = pow(fog_z, fog_transmit_curve);
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fog_color = mix(max(total_light, fog_color), fog_color, transmit);
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}
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}
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#endif
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#ifdef FOG_HEIGHT_ENABLED
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{
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float y = (camera_matrix * vec4(vertex, 1.0)).y;
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fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
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float y = (camera_matrix * vec4(vertex, 1.0)).y;
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fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
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}
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#endif
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gl_FragColor.rgb = mix(gl_FragColor.rgb,fog_color,fog_amount);
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gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_color, fog_amount);
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#endif //use vertex lit
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