Added fog
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@ -6,11 +6,28 @@ uniform vec3 lightDir;
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in vec3 interpNormal;
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in vec2 interpTexCoord;
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float near = 00.01f;
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float far = 100.0f;
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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, float steepness, float offset)
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{
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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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vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
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vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
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vec3 normal = normalize(interpNormal);
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float diffuse = max(dot(normal, -lightDir), 0.0);
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gl_FragColor = vec4(color * diffuse, 1.0);
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float depth = logisticDepth(gl_FragCoord.z, 0.5f, 4.0f);
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gl_FragColor = vec4(color * diffuse, 1.0) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
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}
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@ -1,11 +1,28 @@
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#version 410 core
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out vec4 FragColor;
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in vec3 TexCoords;
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in vec3 texCoords;
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uniform samplerCube skybox;
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float near = 00.01f;
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float far = 7f;
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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, float steepness, float offset)
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{
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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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FragColor = texture(skybox, TexCoords);
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float depth = logisticDepth(gl_FragCoord.z, 0.5f, 4.0f);
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FragColor = texture(skybox, texCoords) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
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}
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