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author | Ehsan Akhgari <ehsan.akhgari@gmail.com> | 2012-06-21 13:38:24 -0400 |
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committer | Ehsan Akhgari <ehsan.akhgari@gmail.com> | 2012-06-21 13:38:24 -0400 |
commit | 37c6087206c933143e9f2cd2b369532493a46740 (patch) | |
tree | d700cd6af34a16ad4976b937b994e1cdf9cddf9c /src | |
parent | 9d13d403934bcbf1e8fe0d008a65f0984f2245d7 (diff) |
Use only the z component of the distance vector
The length of the vector should give us more precise fogs, but ancient
OpenGL only uses the z component, so that's what we need to use here as
well.
Diffstat (limited to 'src')
-rw-r--r-- | src/library_gl.js | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/library_gl.js b/src/library_gl.js index f3f1b5a2..757d5874 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -1564,7 +1564,7 @@ var LibraryGL = { ' gl_Position = u_projection * ecPosition; \n' + (hasTextures ? 'v_texCoord = a_texCoord0; \n' : '') + (colorSize ? 'v_color = a_color; \n' : 'v_color = u_color; \n') + - (GLEmulation.fogEnabled ? 'v_fogFragCoord = ffog(length(ecPosition));\n' : '') + + (GLEmulation.fogEnabled ? 'v_fogFragCoord = ffog(ecPosition.z);\n' : '') + '} \n'); Module.ctx.compileShader(this.vertexShader); |