aesthetics: distance fall for emissive stuff

This commit is contained in:
FMS-Cat
2021-03-29 23:14:03 +09:00
parent c78cca7a9e
commit 0cb451b62c
2 changed files with 17 additions and 8 deletions

View File

@@ -14,12 +14,11 @@ in vec4 vPosition;
#ifdef SHADOW
out vec4 fragColor;
uniform vec2 cameraNearFar;
uniform vec3 cameraPos;
#endif
uniform float time;
uniform vec2 cameraNearFar;
uniform vec3 cameraPos;
void main() {
float phase = vPositionWithoutModel.x + vPositionWithoutModel.y + vPositionWithoutModel.z;
@@ -30,7 +29,12 @@ void main() {
}
#ifdef FORWARD
fragColor = vec4( 1.0 );
vec3 color = vec3( 1.0 );
float lenV = length( cameraPos - vPosition.xyz );
color *= exp( -0.4 * max( lenV - 3.0, 0.0 ) );
fragColor = vec4( color, 1.0 );
#endif
#ifdef SHADOW

View File

@@ -45,11 +45,11 @@ uniform sampler2D samplerRandomStatic;
#ifdef DEPTH
out vec4 fragColor;
uniform vec2 cameraNearFar;
uniform vec3 cameraPos;
#endif
uniform vec2 cameraNearFar;
uniform vec3 cameraPos;
// == utils ========================================================================================
mat2 rotate2D( float t ) {
return mat2( cos( t ), sin( t ), -sin( t ), cos( t ) );
@@ -177,7 +177,12 @@ void main() {
}
#ifdef FORWARD
fragColor = vec4( 0.2 );
vec3 color = vec3( 1.0 );
float lenV = length( cameraPos - vPosition.xyz );
color *= exp( -0.4 * max( lenV - 3.0, 0.0 ) );
fragColor = vec4( color, 1.0 );
#endif
#ifdef DEFERRED