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@@ -6,25 +6,9 @@
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#import "Common/ShaderLib/Lighting.glsllib"
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#endif
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-// fog - jayfella
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#ifdef USE_FOG
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-#import "Common/ShaderLib/MaterialFog.glsllib"
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-varying float fog_distance;
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-uniform vec4 m_FogColor;
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-
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-#ifdef FOG_LINEAR
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-uniform vec2 m_LinearFog;
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-#endif
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-
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-#ifdef FOG_EXP
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-uniform float m_ExpFog;
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-#endif
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-
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-#ifdef FOG_EXPSQ
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-uniform float m_ExpSqFog;
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-#endif
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-
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-#endif // end fog
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+ #import "Common/ShaderLib/MaterialFog.glsllib"
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+#endif
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varying vec2 texCoord;
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#ifdef SEPARATE_TEXCOORD
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@@ -231,21 +215,11 @@ void main(){
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SpecularSum2.rgb * specularColor.rgb * vec3(light.y);
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#endif
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-
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// add fog after the lighting because shadows will cause the fog to darken
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// which just results in the geometry looking like it's changed color
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#ifdef USE_FOG
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- #ifdef FOG_LINEAR
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- gl_FragColor = getFogLinear(gl_FragColor, m_FogColor, m_LinearFog.x, m_LinearFog.y, fog_distance);
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- #endif
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- #ifdef FOG_EXP
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- gl_FragColor = getFogExp(gl_FragColor, m_FogColor, m_ExpFog, fog_distance);
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- #endif
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- #ifdef FOG_EXPSQ
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- gl_FragColor = getFogExpSquare(gl_FragColor, m_FogColor, m_ExpSqFog, fog_distance);
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- #endif
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- #endif // end fog
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-
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+ gl_FragColor = MaterialFog_calculateFogColor(vec4(gl_FragColor));
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+ #endif
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gl_FragColor.a = alpha;
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}
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