feat(rendering): distance fog and config-derived far plane

This commit is contained in:
MDietermann
2026-06-01 18:46:02 +02:00
parent 89ac70f1ab
commit 9daa9f8267
7 changed files with 42 additions and 4 deletions

View File

@@ -2,6 +2,7 @@
in vec2 vUv;
in float vShade;
in float vWorldY;
in vec3 vWorldPos;
out vec4 FragColor;
@@ -10,11 +11,25 @@ uniform float u_caveDarkStartY;
uniform float u_caveDarkEndY;
uniform float u_caveMinBrightness;
uniform vec3 u_cameraPos;
uniform float u_fogStart;
uniform float u_fogEnd;
uniform vec3 u_skyColor;
void main()
{
vec4 texel = texture(atlas, vUv);
// Y-based cave darkness.
float t = clamp((u_caveDarkStartY - vWorldY) /
(u_caveDarkStartY - u_caveDarkEndY), 0.0, 1.0);
float brightness = mix(1.0, u_caveMinBrightness, t);
FragColor = vec4(texel.rgb * vShade * brightness, 1.0);
vec3 color = texel.rgb * vShade * brightness;
// Distance fog to the sky color, applied after cave darkness.
float dist = length(vWorldPos - u_cameraPos);
float fog = clamp((dist - u_fogStart) / (u_fogEnd - u_fogStart), 0.0, 1.0);
color = mix(color, u_skyColor, fog);
FragColor = vec4(color, 1.0);
}

View File

@@ -6,6 +6,7 @@ layout(location = 2) in float aShade;
out vec2 vUv;
out float vShade;
out float vWorldY;
out vec3 vWorldPos;
uniform mat4 model;
uniform mat4 view;
@@ -17,6 +18,7 @@ void main()
vShade = aShade;
// World-space position uses row-vector convention (matches gl_Position below).
vec4 worldPos = vec4(aPos, 1.0) * model;
vWorldPos = worldPos.xyz;
vWorldY = worldPos.y;
gl_Position = worldPos * view * projection;
}