diff --git a/jme3-core/src/main/resources/Common/MatDefs/Light/Lighting.frag b/jme3-core/src/main/resources/Common/MatDefs/Light/Lighting.frag index f65b08c2ed..b167987de4 100644 --- a/jme3-core/src/main/resources/Common/MatDefs/Light/Lighting.frag +++ b/jme3-core/src/main/resources/Common/MatDefs/Light/Lighting.frag @@ -8,23 +8,8 @@ // fog - jayfella #ifdef USE_FOG -#import "Common/ShaderLib/MaterialFog.glsllib" -varying float fog_distance; -uniform vec4 m_FogColor; - -#ifdef FOG_LINEAR -uniform vec2 m_LinearFog; -#endif - -#ifdef FOG_EXP -uniform float m_ExpFog; -#endif - -#ifdef FOG_EXPSQ -uniform float m_ExpSqFog; -#endif - -#endif // end fog + #import "Common/ShaderLib/MaterialFog.glsllib" +#endif varying vec2 texCoord; #ifdef SEPARATE_TEXCOORD @@ -231,21 +216,11 @@ void main(){ SpecularSum2.rgb * specularColor.rgb * vec3(light.y); #endif - // add fog after the lighting because shadows will cause the fog to darken // which just results in the geometry looking like it's changed color #ifdef USE_FOG - #ifdef FOG_LINEAR - gl_FragColor = getFogLinear(gl_FragColor, m_FogColor, m_LinearFog.x, m_LinearFog.y, fog_distance); - #endif - #ifdef FOG_EXP - gl_FragColor = getFogExp(gl_FragColor, m_FogColor, m_ExpFog, fog_distance); - #endif - #ifdef FOG_EXPSQ - gl_FragColor = getFogExpSquare(gl_FragColor, m_FogColor, m_ExpSqFog, fog_distance); - #endif - #endif // end fog - + gl_FragColor = MaterialFog_calculateFogColor(vec4(gl_FragColor)); + #endif gl_FragColor.a = alpha; }