Common.MatDefs.Misc.SoftParticle15.frag Maven / Gradle / Ivy
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#import "Common/ShaderLib/MultiSample.glsllib"
uniform DEPTHTEXTURE m_DepthTexture;
uniform float m_Softness; // Power used in the contrast function
in vec2 vPos; // Position of the pixel
in vec2 projPos;// z and w valus in projection space
#ifdef USE_TEXTURE
uniform sampler2D m_Texture;
in vec4 texCoord;
#endif
in vec4 color;
out vec4 outColor;
float Contrast(in float d){
float val = clamp( 2.0*( (d > 0.5) ? 1.0-d : d ), 0.0, 1.0);
float a = 0.5 * pow(val, m_Softness);
return (d > 0.5) ? 1.0 - a : a;
}
float stdDiff(in float d){
return clamp((d)*m_Softness,0.0,1.0);
}
void main(){
if (color.a <= 0.01)
discard;
outColor = vec4(1.0,1.0,1.0,1.0);//color;
#ifdef USE_TEXTURE
#ifdef POINT_SPRITE
vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy);
#else
vec2 uv = texCoord.xy;
#endif
outColor = getColor(m_Texture, uv) * color;
#endif
float depthv = getDepth(m_DepthTexture, vPos).x*2.0-1.0; // Scene depth
depthv*=projPos.y;
float particleDepth = projPos.x;
float zdiff =depthv-particleDepth;
if(zdiff<=0.0){
discard;
}
// Computes alpha based on the particles distance to the rest of the scene
outColor.a = outColor.a * stdDiff(zdiff);// Contrast(zdiff);
}
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