2 #define w_fogcolour w_fogcolours.rgb
3 #define w_fogalpha w_fogcolours.a
9 float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
10 z =
max(0.0,
z-w_fogdepthbias);
13 float fac = exp2(-(
z * 1.442695));
14 fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
15 return mix(w_fogcolour, regularcolour, fac);
21 float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
22 z =
max(0.0,
z-w_fogdepthbias);
25 float fac = exp2(-(
z * 1.442695));
26 fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
27 return regularcolour * fac;
33 return vec4(
fog3(regularcolour.rgb), 1.0) * regularcolour.a;
39 float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
40 z =
max(0.0,
z-w_fogdepthbias);
43 float fac = exp2(-(
z * 1.442695));
44 fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
45 return regularcolour * vec4(fac, fac, fac, 1.0);
51 float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;
52 z =
max(0.0,
z-w_fogdepthbias);
55 float fac = exp2(-(
z * 1.442695));
56 fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);
57 return regularcolour * vec4(1.0, 1.0, 1.0, fac);
vec4 fog4(in vec4 regularcolour)
Definition: fog.h:29
vec4 fog4additive(in vec4 regularcolour)
Definition: fog.h:35
vec3 fog3additive(in vec3 regularcolour)
Definition: fog.h:17
vec4 fog4blend(in vec4 regularcolour)
Definition: fog.h:47
vec3 fog3(in vec3 regularcolour)
Definition: fog.h:5
double max
Definition: gl_vidlinuxglx.c:1364
GLfloat GLfloat GLfloat z
Definition: glquake.h:158
static spx_int16_t * in
Definition: snd_dma.c:488