This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
Clément Foucault da741013a1 EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D8306
2020-07-30 16:44:58 +02:00

37 lines
924 B
GLSL

#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
/* Convert depth to Mist factor */
uniform vec3 mistSettings;
uniform sampler2D depthBuffer;
#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;
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;
/* bring depth into 0..1 range */
float mist = saturate((zcor - mistStart) * mistInvDistance);
/* falloff */
mist = pow(mist, mistFalloff);
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);
}