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Add world space distance fog
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@ -160,7 +160,7 @@ layout(location = 3) in vec2 texCoords;
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out vec3 Normal;
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out vec2 TexCoords;
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out vec4 Colour;
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out vec3 WorldSpace;
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out vec4 WorldSpace;
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layout(std140) uniform SceneData {
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mat4 projection;
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@ -190,7 +190,7 @@ void main()
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vec4 viewspace = view * worldspace;
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gl_Position = projection * viewspace;
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WorldSpace = worldspace.xyz;
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WorldSpace = vec4(worldspace.xyz, length(worldspace.xyz - campos.xyz));
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})";
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const char* WorldObject::FragmentShader = R"(
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@ -199,7 +199,7 @@ const char* WorldObject::FragmentShader = R"(
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in vec3 Normal;
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in vec2 TexCoords;
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in vec4 Colour;
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in vec3 WorldSpace;
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in vec4 WorldSpace;
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uniform sampler2D texture;
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out vec4 fragOut;
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@ -240,7 +240,8 @@ void main()
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if(visibility <= filterMatrix[int(gl_FragCoord.x)%4][int(gl_FragCoord.y)%4]) discard;
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if(diffuse.a <= alphaThreshold) discard;
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vec4 colour_dyn = diffuse * colour;
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fragOut = vec4(colour_dyn.rgb * dynamic.rgb + ambient.rgb * ambient.a, colour_dyn.a);
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float fog = 1.0 - clamp( (fogEnd-WorldSpace.w)/(fogEnd-fogStart), 0.0, 1.0 );
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fragOut = vec4(mix(colour_dyn.rgb * dynamic.rgb + ambient.rgb * ambient.a, fogColor.rgb, fog), colour_dyn.a);
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})";
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const char* Particle::FragmentShader = R"(
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