@@ -9,11 +9,11 @@ layout(binding = 0) uniform sampler2D uInputImage;
99layout (binding = 2 ) uniform sampler2DMS uDepthImage;
1010
1111layout (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;
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