#version 410 core out vec4 FragColor; in vec3 TexCoords; uniform samplerCube skybox; float near = 0.1f; float far = 70.0f; float linearizeDepth(float depth) { return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near)); } float logisticDepth(float depth) { // these 2 values were default function // parameters before & didn't always work float steepness = 0.4f; float offset = 50.0f; //50.0f float zVal = linearizeDepth(depth); return (1 / (1 + exp(-steepness * (zVal - offset)))); } void main() { float depth = logisticDepth(gl_FragCoord.z); FragColor = texture(skybox, TexCoords) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 70.0f/255.0f, 80.0f/255.0f), 1.0f); //FragColor = texture(skybox, TexCoords) * (1.0f - depth) + vec4(depth * vec3(102.0f/255.0f, 172.0f/255.0f, 233.0f/255.0f), 1.0f); //FragColor = texture(skybox, TexCoords); }