You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Draw inside of fog with modified global fog shader
When the viewer is inside a fog volume, render the fog with a single
draw call instead of drawing a corresponding fog surface for every
opaque surface. The fogGlobal GLSL shader is modified to use a vertex
position so it can handle finite-sized fogs.
Before:
- Each opaque surface inside a fog volume is drawn a second time using
the fog shader with GL_EQUAL depth test.
- The underside of the fog plane is drawn with a normal depth test, to
cover things outside the fog when the viewer is inside.
After:
- If the viewer is inside the fog, draw all inside faces of the fog
brush, using the depth buffer to reduce the fog distance in the case
that something is in front of the fog boundary.
- If the viewer is outside the fog, do everything as before.
For the moment this is only used when material system is disabled.
Fixes seams at the edge of fog that appear when MSAA is enabled.
0 commit comments