float AddSoilFog(float3 Pos) { float value; float low; float high; float3 P = mul( Pos, matWorld ); high = 1 - ( distance( P, vecViewPos ) - vecFog.x ) * vecFog.z; low = ( P.y / 30 ); // min. low fog value = lerp( high, low, 0.2); // mixing high and low fog return value; }
Quote:Thanks! Looks very useful! Don't remember that I've ever seen this in a game!
Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy
oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de