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apply-fog.glsl.ts
apply-fog.glsl.ts 1.06 KiB
export const apply_fog = `
float viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);
float fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));
float fogAlpha = (1.0 - fogFactor) * gl_FragColor.a;
float preFogAlpha = gl_FragColor.a;
if (!uTransparentBackground) {
if (gl_FragColor.a < 1.0) {
// transparent objects are blended with background color
gl_FragColor.a = fogAlpha;
} else {
// mix opaque objects with background color
gl_FragColor.rgb = mix(gl_FragColor.rgb, uFogColor, fogFactor);
}
} else {
#if defined(dRenderVariant_colorDpoit)
if (gl_FragColor.a < 1.0) {
// transparent objects are blended with background color
gl_FragColor.a = fogAlpha;
} else {
// opaque objects need to be pre-multiplied alpha
gl_FragColor.rgb *= fogAlpha;
gl_FragColor.a = fogAlpha;
}
#else
// pre-multiplied alpha expected for transparent background
gl_FragColor.rgb *= fogAlpha;
gl_FragColor.a = fogAlpha;
#endif
}
`;