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113 lines
4 KiB
GLSL
113 lines
4 KiB
GLSL
#ifdef USE_FOG
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// Check runtime fog enabled uniform - allows toggling without shader recompilation
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if (fogEnabled) {
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// Fog disabled at runtime, skip all fog calculations
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} else {
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float dist = vFogDepth;
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// Discard fragments at or beyond visible distance - matches Torque's behavior
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// where objects beyond visibleDistance are not rendered at all.
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// This prevents fully-fogged geometry from showing as silhouettes against
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// the sky's fog-to-sky gradient.
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if (dist >= fogFar) {
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discard;
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}
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// Step 1: Calculate distance-based haze (quadratic falloff)
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// Since we discard at fogFar, haze never reaches 1.0 here
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float haze = 0.0;
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if (dist > fogNear) {
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float fogScale = 1.0 / (fogFar - fogNear);
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float distFactor = (dist - fogNear) * fogScale - 1.0;
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haze = 1.0 - distFactor * distFactor;
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}
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// Step 2: Calculate fog volume contributions
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// Note: Per-volume colors are NOT used in Tribes 2 ($specialFog defaults to false)
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// All fog uses the global fogColor - see Tribes2_Fog_System.md for details
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float volumeFog = 0.0;
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#ifdef USE_VOLUMETRIC_FOG
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{
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#ifdef USE_FOG_WORLD_POSITION
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float fragmentHeight = vFogWorldPosition.y;
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#else
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float fragmentHeight = cameraHeight;
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#endif
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float deltaY = fragmentHeight - cameraHeight;
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float absDeltaY = abs(deltaY);
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// Determine if we're going up (positive) or down (negative)
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if (absDeltaY > 0.01) {
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// Non-horizontal ray: ray-march through fog volumes
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for (int i = 0; i < 3; i++) {
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int offset = i * 4;
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float volVisDist = allFogVolumes[offset + 0];
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float volMinH = allFogVolumes[offset + 1];
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float volMaxH = allFogVolumes[offset + 2];
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float volPct = allFogVolumes[offset + 3];
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// Skip inactive volumes (visibleDistance = 0)
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if (volVisDist <= 0.0) continue;
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// Calculate fog factor for this volume
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// From Torque: factor = (1 / (volumeVisDist * visFactor)) * percentage
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// where visFactor is smVisibleDistanceMod (a user quality pref, default 1.0)
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// Since we don't have quality settings, we use visFactor = 1.0
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float factor = (1.0 / volVisDist) * volPct;
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// Find ray intersection with this volume's height range
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float rayMinY = min(cameraHeight, fragmentHeight);
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float rayMaxY = max(cameraHeight, fragmentHeight);
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// Check if ray intersects volume height range
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if (rayMinY < volMaxH && rayMaxY > volMinH) {
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float intersectMin = max(rayMinY, volMinH);
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float intersectMax = min(rayMaxY, volMaxH);
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float intersectHeight = intersectMax - intersectMin;
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// Calculate distance traveled through this volume using similar triangles:
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// subDist / dist = intersectHeight / absDeltaY
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float subDist = dist * (intersectHeight / absDeltaY);
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// Accumulate fog: fog += subDist * factor
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volumeFog += subDist * factor;
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}
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}
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} else {
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// Near-horizontal ray: if camera is inside a volume, apply full fog for that volume
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for (int i = 0; i < 3; i++) {
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int offset = i * 4;
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float volVisDist = allFogVolumes[offset + 0];
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float volMinH = allFogVolumes[offset + 1];
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float volMaxH = allFogVolumes[offset + 2];
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float volPct = allFogVolumes[offset + 3];
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if (volVisDist <= 0.0) continue;
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// If camera is inside this volume, apply fog for full distance
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if (cameraHeight >= volMinH && cameraHeight <= volMaxH) {
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float factor = (1.0 / volVisDist) * volPct;
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volumeFog += dist * factor;
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}
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}
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}
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}
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#endif
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// Step 3: Combine haze and volume fog
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// Torque's clamping: if (bandPct + hazePct > 1) hazePct = 1 - bandPct
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// This gives fog volumes priority over haze
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float volPct = min(volumeFog, 1.0);
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float hazePct = haze;
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if (volPct + hazePct > 1.0) {
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hazePct = 1.0 - volPct;
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}
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float fogFactor = hazePct + volPct;
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// Apply fog using global fogColor (per-volume colors not used in Tribes 2)
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gl_FragColor.rgb = mix(gl_FragColor.rgb, fogColor, fogFactor);
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}
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#endif
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