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Merge pull request #362 from Kapaun01/FogFix_ScatterSky

Community Resource (scattersky fog fix)
SilentMike 12 years ago
parent
commit
875c1c8890

+ 0 - 4
Templates/Empty PhysX/game/shaders/common/postFx/fogP.hlsl

@@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
    float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
    //return float4( depth, 0, 0, 0.7 );
    
-   // Skip fogging the extreme far plane so that 
-   // the canvas clear color always appears.
-   clip( 0.9999 - depth );
-   
    float factor = computeSceneFog( eyePosWorld,
                                    eyePosWorld + ( IN.wsEyeRay * depth ),
                                    fogData.x, 

+ 0 - 4
Templates/Empty/game/shaders/common/postFx/fogP.hlsl

@@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
    float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
    //return float4( depth, 0, 0, 0.7 );
    
-   // Skip fogging the extreme far plane so that 
-   // the canvas clear color always appears.
-   clip( 0.9999 - depth );
-   
    float factor = computeSceneFog( eyePosWorld,
                                    eyePosWorld + ( IN.wsEyeRay * depth ),
                                    fogData.x, 

+ 0 - 4
Templates/Full PhysX/game/shaders/common/postFx/fogP.hlsl

@@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
    float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
    //return float4( depth, 0, 0, 0.7 );
    
-   // Skip fogging the extreme far plane so that 
-   // the canvas clear color always appears.
-   clip( 0.9999 - depth );
-   
    float factor = computeSceneFog( eyePosWorld,
                                    eyePosWorld + ( IN.wsEyeRay * depth ),
                                    fogData.x, 

+ 0 - 4
Templates/Full/game/shaders/common/postFx/fogP.hlsl

@@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
    float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
    //return float4( depth, 0, 0, 0.7 );
    
-   // Skip fogging the extreme far plane so that 
-   // the canvas clear color always appears.
-   clip( 0.9999 - depth );
-   
    float factor = computeSceneFog( eyePosWorld,
                                    eyePosWorld + ( IN.wsEyeRay * depth ),
                                    fogData.x,