I don’t know anything about shaders, but is it that that’s making the road not fogged out?
I tried this, but it shows the road lit up…
varying vec3 vPos;
varying vec2 vUv;
varying float vFade;
uniform sampler2D texture;
uniform vec3 sourcePos;
void main(void) {
vec4 t = texture2D(texture, vUv);
float mask = t.a;
vec3 diff = vPos - sourcePos;
gl_FragColor = vec4(t.r, t.g, t.b, mask * vFade * clamp(dot(diff,diff),0.0,1.0));
}
…and then I tried this, but it shows the road unlit, and dark in the fog…
varying vec3 vPos;
varying vec2 vUv;
varying float vFade;
uniform sampler2D texture;
uniform vec3 sourcePos;
void main(void) {
vec4 t = texture2D(texture, vUv);
float mask = t.a;
vec3 diff = vPos - sourcePos;
gl_FragColor = vec4(0,0,0, mask * vFade * clamp(dot(diff,diff),0.0,1.0));
}
I’m using the shaders from this thread:
Is this something I should probably learn and fix myself, or I don’t suppose someone can help make it work with the fog?
Thank you!