Make particles in GLES renderer to look a bit better.
Now kart exhaust is not too dark anymore.
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@ -22,7 +22,7 @@ float anglespeed;
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out float lf;
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out vec2 tc;
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out vec3 pc;
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out vec4 pc;
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void main(void)
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{
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@ -68,5 +68,5 @@ void main(void)
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vec4 viewpos = ViewMatrix * vec4(newposition + newquadcorner, 1.0);
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gl_Position = ProjectionMatrix * viewpos;
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pc = vec3(1.);
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pc = vec4(1.);
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}
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@ -4,7 +4,7 @@ uniform mat4 invproj;
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in float lf;
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in vec2 tc;
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in vec3 pc;
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in vec4 pc;
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out vec4 FragColor;
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#stk_include "utils/getPosFromUVDepth.frag"
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@ -17,6 +17,5 @@ void main(void)
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float EnvZ = texture(dtex, xy).x;
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vec4 EnvPos = getPosFromUVDepth(vec3(xy, EnvZ), InverseProjectionMatrix);
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float alpha = clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
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vec4 color = texture(tex, tc) * vec4(pc, 1.0);
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FragColor = color * alpha * smoothstep(1., 0.8, lf);
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FragColor = texture(tex, tc) * pc * alpha;
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}
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@ -19,13 +19,16 @@ in vec2 quadcorner;
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out float lf;
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out vec2 tc;
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out vec3 pc;
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out vec4 pc;
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void main(void)
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{
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tc = Texcoord;
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lf = lifetime;
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pc = color_from + (color_to - color_from) * lifetime;
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pc = vec4(vec3(color_from + (color_to - color_from) * lf), 1.0) * smoothstep(1., 0.8, lf);
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#if defined(GL_ES) && !defined(Advanced_Lighting_Enabled)
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pc.rgb = pow(pc.rgb, vec3(1. / 2.2));
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#endif
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vec3 newposition = Position;
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vec4 viewpos = ViewMatrix * vec4(newposition, 1.0);
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