diff options
author | Brian Semrau <brian.semrau@gmail.com> | 2021-10-14 03:52:10 -0400 |
---|---|---|
committer | Brian Semrau <brian.semrau@gmail.com> | 2021-10-14 04:08:39 -0400 |
commit | a62e2402609160d7f43d8d5a8243f2c2f7be13a6 (patch) | |
tree | fac1e29883284a4126b506232e5675e3580cee40 /servers/rendering/renderer_rd/shaders | |
parent | 5f33cc0f0e2bb9786c11a4ea57b52d5d5ccf2a44 (diff) |
Fix the height fog effect
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl | 6 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl | 6 |
2 files changed, 6 insertions, 6 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index f0fb31a457..b3d106e47d 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -526,12 +526,12 @@ vec4 fog_process(vec3 vertex) { float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density)); - if (abs(scene_data.fog_height_density) > 0.001) { + if (abs(scene_data.fog_height_density) >= 0.0001) { float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y; - float y_dist = scene_data.fog_height - y; + float y_dist = y - scene_data.fog_height; - float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0); + float vfog_amount = clamp(1.0 - exp(y_dist * scene_data.fog_height_density), 0.0, 1.0); fog_amount = max(vfog_amount, fog_amount); } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 750ec5f00a..d0918994af 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -552,12 +552,12 @@ vec4 fog_process(vec3 vertex) { float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density)); - if (abs(scene_data.fog_height_density) > 0.001) { + if (abs(scene_data.fog_height_density) >= 0.0001) { float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y; - float y_dist = scene_data.fog_height - y; + float y_dist = y - scene_data.fog_height; - float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0); + float vfog_amount = clamp(1.0 - exp(y_dist * scene_data.fog_height_density), 0.0, 1.0); fog_amount = max(vfog_amount, fog_amount); } |