From b56d184d8cdb2694fe7402ee90cbf439220eef4c Mon Sep 17 00:00:00 2001 From: "Dileep V. Reddy" Date: Thu, 15 May 2025 19:03:24 -0600 Subject: [PATCH] Doing same thick fogdist calc for AmbientOcclusionColor. --- wadsrc/static/shaders/glsl/main.fp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/wadsrc/static/shaders/glsl/main.fp b/wadsrc/static/shaders/glsl/main.fp index 3d3f0da5f..c561d4256 100644 --- a/wadsrc/static/shaders/glsl/main.fp +++ b/wadsrc/static/shaders/glsl/main.fp @@ -797,6 +797,13 @@ vec3 AmbientOcclusionColor() { fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz)); } + if (uThickFogDistance > 0.0) + { + if (fogdist > uThickFogDistance) + { + fogdist = fogdist + uThickFogMultiplier * (fogdist - uThickFogDistance); + } + } fogfactor = exp2 (uFogDensity * fogdist); return mix(uFogColor.rgb, vec3(0.0), fogfactor);