stk-code_catmod/data/shaders/simple_particle.frag

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uniform sampler2D tex;
uniform sampler2D dtex;
uniform float billboard;
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in vec2 tc;
in vec4 pc;
out vec4 FragColor;
#stk_include "utils/getPosFromUVDepth.frag"
void main(void)
{
vec4 color = texture(tex, tc) * pc;
#if defined(Advanced_Lighting_Enabled)
vec2 xy = gl_FragCoord.xy / u_screen;
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float FragZ = gl_FragCoord.z;
vec4 FragmentPos = getPosFromUVDepth(vec3(xy, FragZ), u_inverse_projection_matrix);
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float EnvZ = texture(dtex, xy).x;
vec4 EnvPos = getPosFromUVDepth(vec3(xy, EnvZ), u_inverse_projection_matrix);
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float alpha = clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
// TODO remove this later if possible when implementing GE
alpha = mix(alpha, texture(tex, tc).a, billboard);
#else
float alpha = 1.0;
#endif
color = vec4(color.rgb * color.a * alpha, color.a * alpha);
FragColor = color;
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}