25 lines
424 B
GLSL
25 lines
424 B
GLSL
#version 450
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vec3 SkyColour = vec3(186.0f / 255.0f, 214.0f / 255.0f, 254.0f / 255.0f);
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in vec3 TexCoord;
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in float Distance;
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out vec4 outColour;
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uniform sampler2DArray tex;
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void main() {
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outColour = texture(tex, TexCoord);
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//outColour = vec4(.9, .9, .9, 1);
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if (outColour.w == .0)
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discard;
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float fogMax = 20000;
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outColour = vec4(mix(outColour.xyz, SkyColour, min(1.0f, Distance / fogMax)), outColour.w);
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}
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