Standard.Shader.PostProcessing.fog.frag Maven / Gradle / Ivy
#version 450
#extension GL_ARB_separate_shader_objects:enable
layout(set=0,binding=0) uniform CameraUBO{
mat4 view;
mat4 proj;
vec3 eye;
vec3 center;
}camera;
layout(set=0,binding=1) uniform FogUBO{
vec3 color;
float start;
float end;
}fog;
layout(set=1,binding=0) uniform texture2D albedoTexture;
layout(set=1,binding=1) uniform texture2D depthTexture;
layout(set=1,binding=2) uniform texture2D positionTexture;
layout(set=1,binding=3) uniform texture2D normalTexture;
layout(set=1,binding=4) uniform texture2D stencilTexture;
layout(set=2,binding=0) uniform sampler textureSampler;
layout(location=0) in vec2 fragTexCoords;
layout(location=0) out vec4 outColor;
void main(){
vec4 albedo=texture(sampler2D(albedoTexture,textureSampler),fragTexCoords);
vec3 position=texture(sampler2D(positionTexture,textureSampler),fragTexCoords).rgb;
float stencil=texture(sampler2D(stencilTexture,textureSampler),fragTexCoords).r;
float linearPos=length(camera.eye-position);
float fogFactor=clamp((fog.end-linearPos)/(fog.end-fog.start),0.0,1.0);
vec4 fogColor=vec4(fog.color,1.0);
outColor=mix(fogColor,albedo,fogFactor);
outColor=outColor*(1.0-stencil);
}