X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_world.glsl;h=0bc4e7b6bbcceb2471c9c31523dcd8b8d1d4a035;hb=38514b4ba03412ad51df02dc2ba345e1be41005d;hp=b734743bc697d8daf4e3860c9e84bc75c0f3c40b;hpb=2c91a71533b4ce86b9e7fd708420ae05c74d8f52;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index b734743..0bc4e7b 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -89,19 +89,11 @@ float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent ) return pow(max(dot( halfview, specdir ), 0.0), exponent); } -vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ) -{ +vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){ float dist = pow(fdist*0.0010,0.78); return mix( vfrag, colour, min( 1.0, dist ) ); } -vec3 rand33(vec3 p3) -{ - p3 = fract(p3 * vec3(.1031, .1030, .0973)); - p3 += dot(p3, p3.yxz+33.33); - return fract((p3.xxy + p3.yxx)*p3.zyx); -} - vec3 scene_calculate_light( int light_index, vec3 halfview, vec3 co, vec3 normal ) {