GPUParticles: Use smoothstep for fade out and remove direction modulation by size.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14944 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -21,5 +21,5 @@ void main(void)
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float len = dot(vec3(1.0), abs(texture2D(normals_and_depth, xy).xyz));
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float len = dot(vec3(1.0), abs(texture2D(normals_and_depth, xy).xyz));
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float alpha = (len < 0.2) ? 1. : clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
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float alpha = (len < 0.2) ? 1. : clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
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color = texture2D(texture, tc);
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color = texture2D(texture, tc);
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color.a *= alpha * (1. - lf);
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color.a *= alpha * smoothstep(1., 0.8, lf);
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}
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}
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@ -116,9 +116,9 @@ void generateLifetimeSizeDirection(scene::IParticleEmitter *emitter, float &life
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particledir.rotateYZBy(os::Randomizer::frand() * emitter->getMaxAngleDegrees());
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particledir.rotateYZBy(os::Randomizer::frand() * emitter->getMaxAngleDegrees());
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particledir.rotateXZBy(os::Randomizer::frand() * emitter->getMaxAngleDegrees());
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particledir.rotateXZBy(os::Randomizer::frand() * emitter->getMaxAngleDegrees());
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dirX = particledir.X / size;
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dirX = particledir.X;
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dirY = particledir.Y / size;
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dirY = particledir.Y;
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dirZ = particledir.Z / size;
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dirZ = particledir.Z;
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}
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}
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struct ParticleData
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struct ParticleData
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