minetest/client/shaders/nodes_shader/opengl_fragment.glsl
GefullteTaubenbrust2 d8f1daac25
Visual Effects Vol. 1 (#14610)
This PR adds a variety of effects to enhance the visual experience.

    "soft" clouds look
    Tinted shadows
    Crude water reflections (sky and sun) and waves
    Translucent foliage
    Node specular highlights
    Adjusted fog color (more saturated where the fog is lighter)
    Minor changes to volumetric lighting (crudely simulates the effect of depth)

Co-authored-by: sfan5 <sfan5@live.de>
2024-09-24 11:14:27 -07:00

577 lines
19 KiB
GLSL

#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT)
#define MATERIAL_WAVING_LIQUID 1
#endif
uniform sampler2D baseTexture;
uniform vec3 dayLight;
uniform lowp vec4 fogColor;
uniform float fogDistance;
uniform float fogShadingParameter;
// The cameraOffset is the current center of the visible world.
uniform highp vec3 cameraOffset;
uniform vec3 cameraPosition;
uniform float animationTimer;
#ifdef ENABLE_DYNAMIC_SHADOWS
// shadow texture
uniform sampler2D ShadowMapSampler;
// shadow uniforms
uniform vec3 v_LightDirection;
uniform float f_textureresolution;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
uniform float f_shadow_strength;
uniform vec4 CameraPos;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform vec3 shadow_tint;
varying float adj_shadow_strength;
varying float cosLight;
varying float f_normal_length;
varying vec3 shadow_position;
varying float perspective_factor;
#endif
varying vec3 vNormal;
varying vec3 vPosition;
// World position in the visible world (i.e. relative to the cameraOffset.)
// This can be used for many shader effects without loss of precision.
// If the absolute position is required it can be calculated with
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
varying highp vec3 eyeVec;
varying float nightRatio;
#ifdef ENABLE_DYNAMIC_SHADOWS
#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS) && ENABLE_WAVING_WATER)
vec4 perm(vec4 x)
{
return mod(((x * 34.0) + 1.0) * x, 289.0);
}
// Corresponding gradient of snoise
vec3 gnoise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
vec3 dd = 6.0 * d * (1.0 - d);
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
vec4 dz1 = (o2 - o1) * dd.z;
vec2 dz2 = dz1.yw * d.x + dz1.xz * (1.0 - d.x);
vec2 dx = (o3.yw - o3.xz) * dd.x;
return vec3(
dx.y * d.y + dx.x * (1. - d.y),
(o4.y - o4.x) * dd.y,
dz2.y * d.y + dz2.x * (1. - d.y)
);
}
vec2 wave_noise(vec3 p, float off) {
return (gnoise(p + vec3(0.0, 0.0, off)) * 0.4 + gnoise(2.0 * p + vec3(0.0, off, off)) * 0.2 + gnoise(3.0 * p + vec3(0.0, off, off)) * 0.225 + gnoise(4.0 * p + vec3(-off, off, 0.0)) * 0.2).xz;
}
#endif
// assuming near is always 1.0
float getLinearDepth()
{
return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0));
}
vec3 getLightSpacePosition()
{
return shadow_position * 0.5 + 0.5;
}
// custom smoothstep implementation because it's not defined in glsl1.2
// https://docs.gl/sl4/smoothstep
float mtsmoothstep(in float edge0, in float edge1, in float x)
{
float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
float shadowCutoff(float x) {
#if defined(ENABLE_TRANSLUCENT_FOLIAGE) && MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES
return mtsmoothstep(0.0, 0.002, x);
#else
return step(0.0, x);
#endif
}
#ifdef COLORED_SHADOWS
// c_precision of 128 fits within 7 base-10 digits
const float c_precision = 128.0;
const float c_precisionp1 = c_precision + 1.0;
float packColor(vec3 color)
{
return floor(color.b * c_precision + 0.5)
+ floor(color.g * c_precision + 0.5) * c_precisionp1
+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
}
vec3 unpackColor(float value)
{
vec3 color;
color.b = mod(value, c_precisionp1) / c_precision;
color.g = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
color.r = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
return color;
}
vec4 getHardShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy).rgba;
float visibility = shadowCutoff(realDistance - texDepth.r);
vec4 result = vec4(visibility, vec3(0.0,0.0,0.0));//unpackColor(texDepth.g));
if (visibility < 0.1) {
visibility = shadowCutoff(realDistance - texDepth.b);
result = vec4(visibility, unpackColor(texDepth.a));
}
return result;
}
#else
float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
float visibility = shadowCutoff(realDistance - texDepth);
return visibility;
}
#endif
#if SHADOW_FILTER == 2
#define PCFBOUND 2.0 // 5x5
#define PCFSAMPLES 25
#elif SHADOW_FILTER == 1
#define PCFBOUND 1.0 // 3x3
#define PCFSAMPLES 9
#else
#define PCFBOUND 0.0
#define PCFSAMPLES 1
#endif
#ifdef COLORED_SHADOWS
float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy);
float depth = max(realDistance - texDepth.r, realDistance - texDepth.b);
return depth;
}
#else
float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
float depth = realDistance - texDepth;
return depth;
}
#endif
#define BASEFILTERRADIUS 1.0
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
// Return fast if sharp shadows are requested
if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
return 0.0;
vec2 clampedpos;
float y, x;
float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
// A factor from 0 to 1 to reduce blurring of short shadows
float sharpness_factor = 1.0;
// conversion factor from shadow depth to blur radius
float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
if (depth > 0.0 && f_normal_length > 0.0)
// 5 is empirical factor that controls how fast shadow loses sharpness
sharpness_factor = clamp(5.0 * depth * depth_to_blur, 0.0, 1.0);
depth = 0.0;
float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
* f_textureresolution / 2.0 / f_shadowfar;
float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
}
#ifdef POISSON_FILTER
const vec2[64] poissonDisk = vec2[64](
vec2(0.170019, -0.040254),
vec2(-0.299417, 0.791925),
vec2(0.645680, 0.493210),
vec2(-0.651784, 0.717887),
vec2(0.421003, 0.027070),
vec2(-0.817194, -0.271096),
vec2(-0.705374, -0.668203),
vec2(0.977050, -0.108615),
vec2(0.063326, 0.142369),
vec2(0.203528, 0.214331),
vec2(-0.667531, 0.326090),
vec2(-0.098422, -0.295755),
vec2(-0.885922, 0.215369),
vec2(0.566637, 0.605213),
vec2(0.039766, -0.396100),
vec2(0.751946, 0.453352),
vec2(0.078707, -0.715323),
vec2(-0.075838, -0.529344),
vec2(0.724479, -0.580798),
vec2(0.222999, -0.215125),
vec2(-0.467574, -0.405438),
vec2(-0.248268, -0.814753),
vec2(0.354411, -0.887570),
vec2(0.175817, 0.382366),
vec2(0.487472, -0.063082),
vec2(0.355476, 0.025357),
vec2(-0.084078, 0.898312),
vec2(0.488876, -0.783441),
vec2(0.470016, 0.217933),
vec2(-0.696890, -0.549791),
vec2(-0.149693, 0.605762),
vec2(0.034211, 0.979980),
vec2(0.503098, -0.308878),
vec2(-0.016205, -0.872921),
vec2(0.385784, -0.393902),
vec2(-0.146886, -0.859249),
vec2(0.643361, 0.164098),
vec2(0.634388, -0.049471),
vec2(-0.688894, 0.007843),
vec2(0.464034, -0.188818),
vec2(-0.440840, 0.137486),
vec2(0.364483, 0.511704),
vec2(0.034028, 0.325968),
vec2(0.099094, -0.308023),
vec2(0.693960, -0.366253),
vec2(0.678884, -0.204688),
vec2(0.001801, 0.780328),
vec2(0.145177, -0.898984),
vec2(0.062655, -0.611866),
vec2(0.315226, -0.604297),
vec2(-0.780145, 0.486251),
vec2(-0.371868, 0.882138),
vec2(0.200476, 0.494430),
vec2(-0.494552, -0.711051),
vec2(0.612476, 0.705252),
vec2(-0.578845, -0.768792),
vec2(-0.772454, -0.090976),
vec2(0.504440, 0.372295),
vec2(0.155736, 0.065157),
vec2(0.391522, 0.849605),
vec2(-0.620106, -0.328104),
vec2(0.789239, -0.419965),
vec2(-0.545396, 0.538133),
vec2(-0.178564, -0.596057)
);
#ifdef COLORED_SHADOWS
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float scale_factor = radius / f_textureresolution;
int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
}
return visibility / samples;
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
vec2 clampedpos;
float visibility = 0.0;
float scale_factor = radius / f_textureresolution;
int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
}
return visibility / samples;
}
#endif
#else
/* poisson filter disabled */
#ifdef COLORED_SHADOWS
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float x, y;
float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
float scale_factor = radius / bound / f_textureresolution;
float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
n += 1.0;
}
return visibility / max(n, 1.0);
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
vec2 clampedpos;
float visibility = 0.0;
float x, y;
float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
float scale_factor = radius / bound / f_textureresolution;
float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
n += 1.0;
}
return visibility / max(n, 1.0);
}
#endif
#endif
#endif
void main(void)
{
vec3 color;
vec2 uv = varTexCoord.st;
vec4 base = texture2D(baseTexture, uv).rgba;
// If alpha is zero, we can just discard the pixel. This fixes transparency
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
#ifdef USE_DISCARD
if (base.a == 0.0)
discard;
#endif
#ifdef USE_DISCARD_REF
if (base.a < 0.5)
discard;
#endif
color = base.rgb;
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
#ifdef ENABLE_DYNAMIC_SHADOWS
// Fragment normal, can differ from vNormal which is derived from vertex normals.
vec3 fNormal = vNormal;
if (f_shadow_strength > 0.0) {
float shadow_int = 0.0;
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
vec3 posLightSpace = getLightSpacePosition();
float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
distance_rate = 0.0;
float f_adj_shadow_strength = max(adj_shadow_strength - mtsmoothstep(0.9, 1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) {
#ifdef COLORED_SHADOWS
vec4 visibility;
if (cosLight > 0.0 || f_normal_length < 1e-3)
visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
else
visibility = vec4(1.0, 0.0, 0.0, 0.0);
shadow_int = visibility.r;
shadow_color = visibility.gba;
#else
if (cosLight > 0.0 || f_normal_length < 1e-3)
shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
else
shadow_int = 1.0;
#endif
shadow_int *= distance_rate;
shadow_int = clamp(shadow_int, 0.0, 1.0);
}
// turns out that nightRatio falls off much faster than
// actual brightness of artificial light in relation to natual light.
// Power ratio was measured on torches in MTG (brightness = 14).
float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
float shadow_uncorrected = shadow_int;
// Apply self-shadowing when light falls at a narrow angle to the surface
// Cosine of the cut-off angle.
const float self_shadow_cutoff_cosine = 0.035;
if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES || MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS)
// Prevents foliage from becoming insanely bright outside the shadow map.
shadow_uncorrected = mix(shadow_int, shadow_uncorrected, clamp(distance_rate * 4.0 - 3.0, 0.0, 1.0));
#endif
}
shadow_int *= f_adj_shadow_strength;
// calculate fragment color from components:
col.rgb =
adjusted_night_ratio * col.rgb + // artificial light
(1.0 - adjusted_night_ratio) * ( // natural light
col.rgb * (1.0 - shadow_int * (1.0 - shadow_color) * (1.0 - shadow_tint)) + // filtered texture color
dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
vec3 reflect_ray = -normalize(v_LightDirection - fNormal * dot(v_LightDirection, fNormal) * 2.0);
vec3 viewVec = normalize(worldPosition + cameraOffset - cameraPosition);
// Water reflections
#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS) && ENABLE_WAVING_WATER)
vec3 wavePos = worldPosition * vec3(2.0, 0.0, 2.0);
float off = animationTimer * WATER_WAVE_SPEED * 10.0;
wavePos.x /= WATER_WAVE_LENGTH * 3.0;
wavePos.z /= WATER_WAVE_LENGTH * 2.0;
// This is an analogous method to the bumpmap, except we get the gradient information directly from gnoise.
vec2 gradient = wave_noise(wavePos, off);
fNormal = normalize(normalize(fNormal) + vec3(gradient.x, 0., gradient.y) * WATER_WAVE_HEIGHT * abs(fNormal.y) * 0.25);
reflect_ray = -normalize(v_LightDirection - fNormal * dot(v_LightDirection, fNormal) * 2.0);
float fresnel_factor = dot(fNormal, viewVec);
float brightness_factor = 1.0 - adjusted_night_ratio;
// A little trig hack. We go from the dot product of viewVec and normal to the dot product of viewVec and tangent to apply a fresnel effect.
fresnel_factor = clamp(pow(1.0 - fresnel_factor * fresnel_factor, 8.0), 0.0, 1.0) * 0.8 + 0.2;
col.rgb *= 0.5;
vec3 reflection_color = mix(vec3(max(fogColor.r, max(fogColor.g, fogColor.b))), fogColor.rgb, f_shadow_strength);
// Sky reflection
col.rgb += reflection_color * pow(fresnel_factor, 2.0) * 0.5 * brightness_factor;
vec3 water_reflect_color = 12.0 * dayLight * fresnel_factor * mtsmoothstep(0.85, 0.9, pow(clamp(dot(reflect_ray, viewVec), 0.0, 1.0), 32.0)) * max(1.0 - shadow_uncorrected, 0.0);
// This line exists to prevent ridiculously bright reflection colors.
water_reflect_color /= clamp(max(water_reflect_color.r, max(water_reflect_color.g, water_reflect_color.b)) * 0.375, 1.0, 400.0);
col.rgb += water_reflect_color * f_adj_shadow_strength * brightness_factor;
#endif
#if (defined(ENABLE_NODE_SPECULAR) && !defined(MATERIAL_WAVING_LIQUID))
// Apply specular to blocks.
if (dot(v_LightDirection, vNormal) < 0.0) {
float intensity = 2.0 * (1.0 - (base.r * varColor.r));
const float specular_exponent = 5.0;
const float fresnel_exponent = 4.0;
col.rgb +=
intensity * dayLight * (1.0 - nightRatio) * (1.0 - shadow_uncorrected) * f_adj_shadow_strength *
pow(max(dot(reflect_ray, viewVec), 0.0), fresnel_exponent) * pow(1.0 - abs(dot(viewVec, fNormal)), specular_exponent);
}
#endif
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES) && defined(ENABLE_TRANSLUCENT_FOLIAGE)
// Simulate translucent foliage.
col.rgb += 4.0 * dayLight * base.rgb * normalize(base.rgb * varColor.rgb * varColor.rgb) * f_adj_shadow_strength * pow(max(-dot(v_LightDirection, viewVec), 0.0), 4.0) * max(1.0 - shadow_uncorrected, 0.0);
#endif
}
#endif
// 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);
float fogColorMax = max(max(fogColor.r, fogColor.g), fogColor.b);
// Prevent zero division.
if (fogColorMax < 0.0000001) fogColorMax = 1.0;
// For high clarity (light fog) we tint the fog color.
// For this to not make the fog color artificially dark we need to normalize using the
// fog color's brightest value. We then blend our base color with this to make the fog.
col = mix(fogColor * pow(fogColor / fogColorMax, vec4(2.0 * clarity)), col, clarity);
col = vec4(col.rgb, base.a);
gl_FragData[0] = col;
}