Solara-Shaders/shaders/lib/atmospherics/waterFog.glsl
2024-06-22 15:15:55 -04:00

28 lines
901 B
GLSL

#if (WATER_MODE == 1 || WATER_MODE == 3) && !defined SKY_VANILLA && (!defined NETHER || !defined NETHER_VANILLA)
uniform vec3 fogColor;
#endif
vec4 GetWaterFog(vec3 viewPos) {
float fog = length(viewPos) / waterFogRange;
fog = 1.0 - exp(-2.0 * fog);
#if WATER_MODE == 0 || WATER_MODE == 2
vec3 waterFogColor = waterColor.rgb * waterColor.a;
#elif WATER_MODE == 1 || WATER_MODE == 3
vec3 waterFogColor = fogColor * fogColor * 0.125;
#endif
waterFogColor *= WATER_F * WATER_F * (1.0 - max(blindFactor, darknessFactor));
#ifdef OVERWORLD
vec3 waterFogTint = lightCol * eBS * shadowFade * 0.9 + 0.1;
#endif
#ifdef NETHER
vec3 waterFogTint = netherCol.rgb;
#endif
#ifdef END
vec3 waterFogTint = endCol.rgb;
#endif
waterFogTint = sqrt(waterFogTint * length(waterFogTint));
return vec4(waterFogColor * waterFogTint, fog);
}