Changeset View
Changeset View
Standalone View
Standalone View
source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
| #pragma BLENDER_REQUIRE(common_math_lib.glsl) | #pragma BLENDER_REQUIRE(common_math_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_view_lib.glsl) | #pragma BLENDER_REQUIRE(common_view_lib.glsl) | ||||
| /* Convert depth to Mist factor */ | |||||
| uniform vec3 mistSettings; | |||||
| uniform depth2D depthBuffer; | |||||
| #define mistStart mistSettings.x | #define mistStart mistSettings.x | ||||
| #define mistInvDistance mistSettings.y | #define mistInvDistance mistSettings.y | ||||
| #define mistFalloff mistSettings.z | #define mistFalloff mistSettings.z | ||||
| out vec4 fragColor; | |||||
| void main() | void main() | ||||
| { | { | ||||
| vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy; | vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy; | ||||
| vec2 uvs = gl_FragCoord.xy * texel_size; | vec2 uvs = gl_FragCoord.xy * texel_size; | ||||
| float depth = textureLod(depthBuffer, uvs, 0.0).r; | float depth = textureLod(depthBuffer, uvs, 0.0).r; | ||||
| vec3 co = get_view_space_from_depth(uvs, depth); | vec3 co = get_view_space_from_depth(uvs, depth); | ||||
| Show All 14 Lines | |||||