9 lines
299 B
GLSL
9 lines
299 B
GLSL
uniform float viewDistance;
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float distanceFadeout()
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{
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vec3 camera = vec3(cameraLocation.x, 0.0, cameraLocation.z);
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vec3 location = vec3(unprojected.x, 0.0, unprojected.z);
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return mix(1.0, 0.0, clamp((length(location - camera) - viewDistance * 0.8) / (viewDistance * 0.2), 0.0, 1.0));
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}
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