uniform sampler2D tex;
void main()
{
float FogDensity = 10.;
vec4 FogColor = vec4(0.4,0.2,0.2,1.0);
vec4 CurrentColor = texture2D(tex, gl_TexCoord[0].xy);
// distance to target
float FogDistance = distance(vec2(0.49,0.46),gl_TexCoord[0].xy);
// fog factor
float FogFactor = exp(-abs(FogDistance * FogDensity));
// linear blend between fog color and pixel color
gl_FragColor = mix(FogColor,CurrentColor,FogFactor);
}
Image
and after fog shader applied:
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