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voxel/Shaders/shader.frag
2025-09-30 10:58:12 +02:00

25 lines
566 B
GLSL

#version 430 core
out vec4 FragColor;
in vec2 fragUV;
in vec3 fragPos;
in float lighting;
uniform sampler2D uTexture;
uniform vec3 cameraPosition;
void main()
{
float fogEnd = 512;
float fogStart = 32;
float dist = length(cameraPosition - fragPos);
float fogFactor = (fogEnd - dist) / (fogEnd - fogStart);
fogFactor = clamp(fogFactor, 0, 1);
vec4 fogColor = vec4(0.8,0.8,0.8,1);
vec4 texColor = texture(uTexture, fragUV) * lighting;
vec4 color = mix(fogColor, texColor, fogFactor);
FragColor = vec4(color.rgb, texColor.a);
}