Renderer · function
atmosphereFog
The haze an Environment makes at a camera's height, as GpuDrivenView.fog takes it.
Explained in Hello world.
function atmosphereFog(atmosphere: Atmosphere, eyeY: number, underwater: boolean, out: FogTarget): FogTargetimport { atmosphereFog } from '@driftengine/core';Parameters
| Parameter | Type | Description |
|---|---|---|
atmosphere | Atmosphere | |
eyeY | number | |
underwater | boolean | The renderer's underwaterAtmosphere quality, which gates the second medium
on the forward path; pass the same. |
out | FogTarget |
In depth
The forward path's own decision, handed over rather than made again. A consumer drawing
both pipelines in one frame has one environment and needs one haze from it, and
resolveAtmosphere is where the forward path decides which medium the camera is in and what it
looks like — the density at the eye, the linear ramp's two radii, how far under water the eye
is. This calls it and copies the answer across field for field, so the two pipelines cannot
disagree about where the fog begins or whether the camera is submerged. Both mode numbers are
the shaders' uFogMode, which is why no mapping stands between them.