stk-code_catmod/data/shaders/particle.frag

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GLSL
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uniform sampler2D tex;
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uniform sampler2D dtex;
uniform mat4 invproj;
uniform vec2 screen;
in float lf;
in vec2 tc;
in vec3 pc;
out vec4 FragColor;
void main(void)
{
vec2 xy = gl_FragCoord.xy / screen;
float FragZ = gl_FragCoord.z;
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float EnvZ = texture(dtex, xy).x;
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;
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float alpha = clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
vec4 color = texture(tex, tc) * vec4(pc, 1.0);
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FragColor = color * alpha * smoothstep(1., 0.8, lf);
}