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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl32
1 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
index fe38b2e9aac..edee55a07e0 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
@@ -1,31 +1,31 @@
/* Convert depth to Mist factor */
uniform vec3 mistSettings;
-#define mistStart mistSettings.x
-#define mistInvDistance mistSettings.y
-#define mistFalloff mistSettings.z
+#define mistStart mistSettings.x
+#define mistInvDistance mistSettings.y
+#define mistFalloff mistSettings.z
out vec4 fragColor;
void main()
{
- vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy;
- vec2 uvs = gl_FragCoord.xy * texel_size;
+ vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy;
+ vec2 uvs = gl_FragCoord.xy * texel_size;
- float depth = textureLod(depthBuffer, uvs, 0.0).r;
- vec3 co = get_view_space_from_depth(uvs, depth);
+ float depth = textureLod(depthBuffer, uvs, 0.0).r;
+ vec3 co = get_view_space_from_depth(uvs, depth);
- float zcor = (ProjectionMatrix[3][3] == 0.0) ? length(co) : -co.z;
+ float zcor = (ProjectionMatrix[3][3] == 0.0) ? length(co) : -co.z;
- /* bring depth into 0..1 range */
- float mist = saturate((zcor - mistStart) * mistInvDistance);
+ /* bring depth into 0..1 range */
+ float mist = saturate((zcor - mistStart) * mistInvDistance);
- /* falloff */
- mist = pow(mist, mistFalloff);
+ /* falloff */
+ mist = pow(mist, mistFalloff);
- fragColor = vec4(mist);
+ fragColor = vec4(mist);
- // if (mist > 0.999) fragColor = vec4(1.0);
- // else if (mist > 0.0001) fragColor = vec4(0.5);
- // else fragColor = vec4(0.0);
+ // if (mist > 0.999) fragColor = vec4(1.0);
+ // else if (mist > 0.0001) fragColor = vec4(0.5);
+ // else fragColor = vec4(0.0);
}