stk-code_catmod/data/shaders/rain.frag

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GLSL
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#version 130
uniform sampler2D tex;
uniform float bdiscard = 0.0;
uniform sampler2D normals_and_depth;
uniform mat4 invproj;
uniform vec2 screen;
void main()
{
vec2 xy = gl_FragCoord.xy / screen;
float FragZ = gl_FragCoord.z;
float EnvZ = texture2D(normals_and_depth, xy).a;
vec4 FragmentPos = invproj * (2. * vec4(xy, FragZ, 1.0) - 1.);
FragmentPos /= FragmentPos.w;
vec4 EnvPos = invproj * (2. * vec4(xy, EnvZ, 1.0) - 1.);
EnvPos /= EnvPos.w;
float len = dot(vec3(1.0), abs(texture2D(normals_and_depth, xy).xyz));
float alpha = (len < 0.2) ? 1. : clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
if (bdiscard < 0.5)
discard;
gl_FragColor = texture2D(tex, gl_PointCoord.xy);
gl_FragColor.a *= alpha;
}