Community Resource (scattersky fog fix)

This commit is contained in:
Ron Kapaun 2013-04-29 19:34:22 -05:00
parent c7b22784da
commit b63036e919
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,