32 lines
715 B
GLSL
32 lines
715 B
GLSL
#version 410 core
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out vec4 FragColor;
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in vec3 TexCoords;
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uniform samplerCube skybox;
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float near = 0.1f;
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float far = 70.0f;
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float linearizeDepth(float depth)
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{
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return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
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}
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float logisticDepth(float depth)
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{
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// these 2 values were default function
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// parameters before & didn't always work
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float steepness = 0.4f;
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float offset = 50.0f; //50.0f
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float zVal = linearizeDepth(depth);
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return (1 / (1 + exp(-steepness * (zVal - offset))));
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}
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void main()
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{
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float depth = logisticDepth(gl_FragCoord.z);
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FragColor = texture(skybox, TexCoords) * (1.0f - depth) + vec4(depth * vec3(27.0f/255.0f, 104.0f/255.0f, 149.0f/255.0f), 1.0f);
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} |