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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Simulating fog


A simple fog effect can be achieved by mixing the color of each fragment with a constant fog color. The amount of influence of the fog color is determined by the distance from the camera. We could use either a linear relationship between the distance and the amount of fog color, or we could use a non-linear relationship such as an exponential one.

The following image shows four teapots rendered with a fog effect produced by mixing the fog color in a linear relationship with distance:

To define this linear relationship, we can use the following equation:

In the preceding equation, dmin is the distance from the eye where the fog is minimal (no fog contribution), and dmax is the distance where the fog color obscures all other colors in the scene. The variable z represents the distance from the eye. The value f is the fog factor. A fog factor of zero represents 100% fog, and a factor of one represents no fog. Since fog typically looks thickest at longer distances, the fog factor...

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