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Shaders: Harmonize Irrlicht and shader fog calculations
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@ -197,14 +197,14 @@ void main(void)
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
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float alpha = gl_Color.a;
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if (fogDistance != 0.0) {
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float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
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alpha = mix(0.0, alpha, d);
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}
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col = vec4(col.rgb, alpha);
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#else
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if (fogDistance != 0.0) {
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float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
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col = mix(skyBgColor, col, d);
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}
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col = vec4(col.rgb, base.a);
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#endif
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@ -153,14 +153,14 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
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float alpha = gl_Color.a;
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if (fogDistance != 0.0) {
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float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
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alpha = mix(0.0, alpha, d);
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}
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col = vec4(col.rgb, alpha);
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#else
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if (fogDistance != 0.0) {
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float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
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col = mix(skyBgColor, col, d);
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}
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col = vec4(col.rgb, base.a);
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#endif
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@ -107,8 +107,8 @@ void main(void)
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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if (fogDistance != 0.0) {
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float d = max(0.0, min(length(eyeVec) / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0);
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col = mix(skyBgColor, col, d);
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}
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gl_FragColor = vec4(col.rgb, base.a);
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}
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