From 0ad40fd484f57ab5d0536f9aaa892997f8aa9bd2 Mon Sep 17 00:00:00 2001 From: Lars Hofhansl Date: Wed, 12 Oct 2016 13:38:53 -0700 Subject: Use range-based fog instead of z-plane based. --- client/shaders/water_surface_shader/opengl_fragment.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'client/shaders/water_surface_shader') diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl index 1fa669541..1aa721f83 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -153,13 +153,13 @@ vec4 base = texture2D(baseTexture, uv).rgba; #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE float alpha = gl_Color.a; if (fogDistance != 0.0) { - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); + float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0)); alpha = mix(alpha, 0.0, d); } col = vec4(col.rgb, alpha); #else if (fogDistance != 0.0) { - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); + float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } col = vec4(col.rgb, base.a); -- cgit v1.2.3