[nzsl_version("1.0")] module; struct VertOut { [location(0)] uv: vec2[f32] } struct FragOut { [location(0)] color: vec4[f32] } [layout(std140)] struct Data { underwater: i32, } external { [set(0), binding(0)] u_texture: sampler2D[f32], [set(0), binding(1)] u_depth: sampler2D[f32], [set(0), binding(2)] u_data: uniform[Data], } fn Mixf32(a: f32, b: f32, t: f32) -> f32 { return a + (b - a) * t; } fn MixVec4f32(a: vec4[f32], b: vec4[f32], t: f32) -> vec4[f32] { return vec4[f32]( Mixf32(a.x, b.x, t), Mixf32(a.y, b.y, t), Mixf32(a.z, b.z, t), Mixf32(a.w, b.w, t) ); } [entry(frag)] fn main(input: VertOut) -> FragOut { const fog_near: f32 = 0.9; const fog_far: f32 = 1.0; const fog_color: vec4[f32] = vec4[f32](0.0, 0.0, 0.25, 1.0); let output: FragOut; output.color = u_texture.Sample(input.uv); if(u_data.underwater != 0) { let depth: f32 = u_depth.Sample(input.uv).r; let fog_factor: f32 = (fog_far - depth) / (fog_far - fog_near); fog_factor = clamp(fog_factor, 0.0, 1.0); output.color = MixVec4f32(fog_color, output.color, fog_factor); } return output; }