mirror of
https://github.com/minetest/minetest.git
synced 2024-08-18 20:44:16 +02:00
Fix unexplained shader issue (glsl compiler bug??) (#4757)
This commit is contained in:
parent
8e61c1dfd9
commit
5f0dc8e78a
@ -19,6 +19,8 @@ bool normalTexturePresent = false;
|
||||
|
||||
const float e = 2.718281828459;
|
||||
const float BS = 10.0;
|
||||
const float fogStart = 0.4;
|
||||
const float fogShadingParameter = 1 / ( 1 - fogStart);
|
||||
|
||||
#ifdef ENABLE_TONE_MAPPING
|
||||
|
||||
@ -199,8 +201,18 @@ void main(void)
|
||||
#endif
|
||||
|
||||
if (fogDistance != 0.0) {
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, d);
|
||||
// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
|
||||
// the fog will only be rendered correctly if the last operation before the
|
||||
// clamp() is an addition. Else, the clamp() seems to be ignored.
|
||||
// E.g. the following won't work:
|
||||
// float clarity = clamp(fogShadingParameter
|
||||
// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
|
||||
// As additions usually come for free following a multiplication, the new formula
|
||||
// should be more efficient as well.
|
||||
// Note: clarity = (1 - fogginess)
|
||||
float clarity = clamp(fogShadingParameter
|
||||
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, clarity);
|
||||
}
|
||||
col = vec4(col.rgb, base.a);
|
||||
|
||||
|
@ -21,6 +21,8 @@ bool texSeamless = false;
|
||||
|
||||
const float e = 2.718281828459;
|
||||
const float BS = 10.0;
|
||||
const float fogStart = 0.4;
|
||||
const float fogShadingParameter = 1 / ( 1 - fogStart);
|
||||
|
||||
#ifdef ENABLE_TONE_MAPPING
|
||||
|
||||
@ -155,8 +157,18 @@ vec4 base = texture2D(baseTexture, uv).rgba;
|
||||
#endif
|
||||
|
||||
if (fogDistance != 0.0) {
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, d);
|
||||
// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
|
||||
// the fog will only be rendered correctly if the last operation before the
|
||||
// clamp() is an addition. Else, the clamp() seems to be ignored.
|
||||
// E.g. the following won't work:
|
||||
// float clarity = clamp(fogShadingParameter
|
||||
// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
|
||||
// As additions usually come for free following a multiplication, the new formula
|
||||
// should be more efficient as well.
|
||||
// Note: clarity = (1 - fogginess)
|
||||
float clarity = clamp(fogShadingParameter
|
||||
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, clarity);
|
||||
}
|
||||
col = vec4(col.rgb, base.a);
|
||||
|
||||
|
@ -19,6 +19,8 @@ bool texSeamless = false;
|
||||
|
||||
const float e = 2.718281828459;
|
||||
const float BS = 10.0;
|
||||
const float fogStart = 0.4;
|
||||
const float fogShadingParameter = 1 / ( 1 - fogStart);
|
||||
|
||||
void get_texture_flags()
|
||||
{
|
||||
@ -107,8 +109,18 @@ void main(void)
|
||||
vec4 col = vec4(color.rgb, base.a);
|
||||
col *= gl_Color;
|
||||
if (fogDistance != 0.0) {
|
||||
float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, d);
|
||||
// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
|
||||
// the fog will only be rendered correctly if the last operation before the
|
||||
// clamp() is an addition. Else, the clamp() seems to be ignored.
|
||||
// E.g. the following won't work:
|
||||
// float clarity = clamp(fogShadingParameter
|
||||
// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
|
||||
// As additions usually come for free following a multiplication, the new formula
|
||||
// should be more efficient as well.
|
||||
// Note: clarity = (1 - fogginess)
|
||||
float clarity = clamp(fogShadingParameter
|
||||
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, clarity);
|
||||
}
|
||||
gl_FragColor = vec4(col.rgb, base.a);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user