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use crate::math::*;
use crate::core::*;
use crate::camera::*;
use crate::effect::*;
pub struct FogEffect {
pub color: Vec3,
pub density: f32,
pub animation: f32,
image_effect: ImageEffect
}
impl FogEffect {
pub fn new(gl: &Context) -> Result<FogEffect, Error>
{
Ok(FogEffect {color: vec3(0.8, 0.8, 0.8), density: 0.2, animation: 0.1, image_effect: ImageEffect::new(gl, include_str!("shaders/fog.frag"))?})
}
pub fn apply(&self, viewport: Viewport, camera: &Camera, depth_texture: &dyn Texture, time: f32) -> Result<(), Error>
{
let render_states = RenderStates {cull: CullType::Back, write_mask: WriteMask::COLOR,
blend: Some(BlendParameters::TRANSPARENCY),
..Default::default()};
self.image_effect.program().use_texture(depth_texture, "depthMap")?;
self.image_effect.program().use_uniform_mat4("viewProjectionInverse", &(camera.projection() * camera.view()).invert().unwrap())?;
self.image_effect.program().use_uniform_vec3("fogColor", &self.color)?;
self.image_effect.program().use_uniform_float("fogDensity", &self.density)?;
self.image_effect.program().use_uniform_float("animation", &self.animation)?;
self.image_effect.program().use_uniform_float("time", &(0.001 * time))?;
self.image_effect.program().use_uniform_vec3("eyePosition", camera.position())?;
self.image_effect.apply(render_states, viewport)?;
Ok(())
}
}