#version 330 core // Input in vec4 LightColor; // Output out vec4 PixelColor; // Uniforms uniform vec4 TintColor; // Functions float InterpolateDecelerate(float Min, float Max, float t, float Factor) { float Alpha = (1.0 - pow(1.0 - t, Factor)); return mix(Min, Max, Alpha); } // Main void main() { const float kMaxDepth = 75.0; // Controls the max depth range that kDepthTintNear and kDepthTintFar are interpolated between const float kDepthTintNear = 0.0; // Sets the pixel color offset for pixels close to the screen const float kDepthTintFar = -0.2; // Sets the pixel color offset for pixels far from the screen const float kDepthCurveFactor = 2; // Controls the strength of the interpolation curve (higher = color chabges faster from up close and slower from further away) // Apply some fake fog so pixels closer to the camera appear slightly brighter float Depth = ( (2.0 * gl_FragCoord.z - gl_DepthRange.near - gl_DepthRange.far) / (gl_DepthRange.far - gl_DepthRange.near) ) / gl_FragCoord.w; float DepthAlpha = min(Depth, kMaxDepth) / kMaxDepth; DepthAlpha = clamp(DepthAlpha, 0.0, 1.0); float DepthTint = InterpolateDecelerate(kDepthTintNear, kDepthTintFar, DepthAlpha, kDepthCurveFactor); PixelColor = (LightColor + vec4(DepthTint, DepthTint, DepthTint, 1.0)) * TintColor; }