"# endif\n"
"#endif\n"
"\n"
-"#ifdef USEFOG\n"
-" // apply fog\n"
-" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
-"#endif\n"
-"\n"
"#ifdef USECONTRASTBOOST\n"
" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
"#endif\n"
"\n"
" color.rgb *= SceneBrightness;\n"
"\n"
+"#ifdef USEFOG\n"
+" // apply fog\n"
+" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
+"#endif\n"
+"\n"
" gl_FragColor = vec4(color);\n"
"}\n"
"#endif // MODE_REFRACTION\n"
if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
else
- /*
- {
- vec3_t fogvec;
- // color.rgb *= SceneBrightness;
- VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
- if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
- {
- // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
- fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
- fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
- fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
- }
- qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
- }
- */
qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
}
if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
}
if (r_refdef.fog_density)
{
- r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
- r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
- r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
+ r_refdef.fogcolor[0] = r_refdef.fog_red;
+ r_refdef.fogcolor[1] = r_refdef.fog_green;
+ r_refdef.fogcolor[2] = r_refdef.fog_blue;
+
+ {
+ vec3_t fogvec;
+ // color.rgb *= SceneBrightness;
+ VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
+ if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
+ {
+ // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+ fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
+ fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
+ fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
+ }
+ r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
+ r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
+ r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
+ }
}
+
if (r_refdef.fog_density)
{
r_refdef.fogenabled = true;