Real-time volumetric fog was pretty mind-blowing when it debuted back in 1997.https://www.youtube.com/watch?v=qjgHgg1Gm8M …
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Replying to @TimSweeneyEpic
I tried to implement similar fog with fixed function GPU, but it was difficult. Couldn’t find a way to do it without having to resolve depth buffer to a texture and read it in shader = needed DX9 SM2.0.
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Replying to @SebAaltonen
First implementation was on a 16x16 screen space grid that was linear interpolated, second was a light map aligned texture that was samples at 4x4 then linear interpolated in software, or send to the GPU and additively blended!
2:43 PM - 18 Sep 2018
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