I want to show some fog / aerial view in my application. But I only want to use the x,y world distance from camera to the model to determine the appearance.
I already managed to get the signed z-distance from camera to the models with this calculation.
The red objects have positive z distance to camera, the blue ones are negative in contrast to this implementation, where all values seem positive.
Vertex shader:
uniform mat4 u_mvp; // Model-View-Projection-Matrix
uniform mat4 u_mv; // Model-View-Matrix
uniform vec4 u_color; // Object color
attribute vec4 a_pos; // Vertex position
varying vec4 color; // Out color
// Fog
const float density = 0.007;
const float gradient = 1.5;
void main() {
gl_Position = u_mvp * a_pos;
// Fog
float distance = -(u_mv * a_pos).z; // Direct distance from camera
// 4000 is some invented constant to bring distance to ~[-1,1].
float visibility = clamp((distance / 4000.0), 0.0, 1.0);
color = mix(vec4(1.0, 0.0, 0.0, 1.0), u_color, visibility);
if(distance < 0){
color = vec4(0.0, 0.0, 1.0, 1.0);
}
}
Fragment shader:
varying vec4 color;
void main() {
gl_FragColor = color;
}
- Why there can be a negative z-value? Or is it common?
- How can I calculate the x,y world distance to camera?