Skip to content

Commit f4e080e

Browse files
committed
small fog adjustment
1 parent 6322976 commit f4e080e

File tree

1 file changed

+14
-14
lines changed

1 file changed

+14
-14
lines changed

shaders/composite.frag

Lines changed: 14 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -9,11 +9,11 @@ layout(binding = 0) uniform sampler2D uInputImage;
99
layout(binding = 2) uniform sampler2DMS uDepthImage;
1010

1111
layout(set = 0, binding = 1) uniform CompositeParams {
12-
float uExposure; // Default: 1.0
13-
float uContrast; // Default: 1.0
14-
float uSaturation; // Default: 1.0
15-
float uVignetteIntensity; // Default: 0.5
16-
float uVignetteFalloff; // Default 0.5
12+
float uExposure;// Default: 1.0
13+
float uContrast;// Default: 1.0
14+
float uSaturation;// Default: 1.0
15+
float uVignetteIntensity;// Default: 0.5
16+
float uVignetteFalloff;// Default 0.5
1717
float uFogDensity;
1818
};
1919

@@ -42,15 +42,15 @@ void main() {
4242

4343
float depth = texelFetch(uDepthImage, texelCoord, 0).r;
4444

45-
// --- Fog Calculation ---
46-
vec3 fogColor = vec3(0.5, 0.6, 0.7); // A cool, hazy blue
47-
float fogStart = 0.5;
48-
float fogEnd = 5.0;
49-
float viewDistance = linearizeDepth(depth);
50-
// Calculate fog amount (0.0 = no fog, 1.0 = full fog)
51-
//float fogFactor = smoothstep(fogStart, fogEnd, viewDistance);
52-
float fogFactor = uFogDensity;
53-
// ----------------------
45+
// --- Fog Calculation ---
46+
vec3 fogColor = vec3(0.5, 0.6, 0.7);// A cool, hazy blue
47+
float fogStart = 0.5;
48+
float fogEnd = 120.0;
49+
float viewDistance = linearizeDepth(depth);
50+
// Calculate fog amount (0.0 = no fog, 1.0 = full fog)
51+
float fogFactor = 1.0 - exp(-viewDistance * uFogDensity);
52+
// float fogFactor = uFogDensity;
53+
// ----------------------
5454

5555
// Sample the HDR input image
5656
vec3 hdrColor = texture(uInputImage, fragUV).rgb;

0 commit comments

Comments
 (0)