Merge pull request #362 from Kapaun01/FogFix_ScatterSky

Community Resource (scattersky fog fix)
This commit is contained in:
SilentMike 2013-04-30 09:57:57 -07:00
commit 875c1c8890
4 changed files with 0 additions and 16 deletions

View file

@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
//return float4( depth, 0, 0, 0.7 );
// Skip fogging the extreme far plane so that
// the canvas clear color always appears.
clip( 0.9999 - depth );
float factor = computeSceneFog( eyePosWorld,
eyePosWorld + ( IN.wsEyeRay * depth ),
fogData.x,

View file

@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
//return float4( depth, 0, 0, 0.7 );
// Skip fogging the extreme far plane so that
// the canvas clear color always appears.
clip( 0.9999 - depth );
float factor = computeSceneFog( eyePosWorld,
eyePosWorld + ( IN.wsEyeRay * depth ),
fogData.x,

View file

@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
//return float4( depth, 0, 0, 0.7 );
// Skip fogging the extreme far plane so that
// the canvas clear color always appears.
clip( 0.9999 - depth );
float factor = computeSceneFog( eyePosWorld,
eyePosWorld + ( IN.wsEyeRay * depth ),
fogData.x,

View file

@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
//return float4( depth, 0, 0, 0.7 );
// Skip fogging the extreme far plane so that
// the canvas clear color always appears.
clip( 0.9999 - depth );
float factor = computeSceneFog( eyePosWorld,
eyePosWorld + ( IN.wsEyeRay * depth ),
fogData.x,