Press n or j to go to the next uncovered block, b, p or k for the previous block.
1 | 18x | export default "\n\nuniform vec3 color;\nuniform sampler2D map;\nuniform float opacity;\n\nuniform int fogType;\nuniform vec3 fogColor;\nuniform float fogDensity;\nuniform float fogNear;\nuniform float fogFar;\nuniform float alphaTest;\n\nvarying vec2 vUV;\n//DEFINEFRAGCOLOR\n\nvoid main() {\n\n vec4 texture = texture2D(map, vUV);\n\n if (texture.a < alphaTest) discard;\n\n gl_FragColor = vec4(color * texture.xyz, texture.a * opacity);\n\n if (fogType > 0) {\n\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n float fogFactor = 0.0;\n\n if (fogType == 1) {\n fogFactor = smoothstep(fogNear, fogFar, depth);\n }\n\n else {\n const float LOG2 = 1.442695;\n float fogFactor = exp2(- fogDensity * fogDensity * depth * depth * LOG2);\n fogFactor = 1.0 - clamp(fogFactor, 0.0, 1.0);\n }\n\n gl_FragColor = mix(gl_FragColor, vec4(fogColor, gl_FragColor.w), fogFactor);\n\n }\n}\n\n"; |