diff --git a/data/shaders/simple_particle.frag b/data/shaders/simple_particle.frag index 89748d6c4..ad12bfc3f 100644 --- a/data/shaders/simple_particle.frag +++ b/data/shaders/simple_particle.frag @@ -1,16 +1,16 @@ uniform sampler2D tex; uniform sampler2D dtex; +uniform float billboard; in vec2 tc; in vec4 pc; -flat in float billboard_mix; out vec4 FragColor; #stk_include "utils/getPosFromUVDepth.frag" void main(void) { - float billboard_alpha = mix(1.0, texture(tex, tc).a, billboard_mix); + float billboard_alpha = mix(1.0, texture(tex, tc).a, billboard); #if defined(Advanced_Lighting_Enabled) vec2 xy = gl_FragCoord.xy / u_screen; float FragZ = gl_FragCoord.z; diff --git a/data/shaders/simple_particle.vert b/data/shaders/simple_particle.vert index 3abc9bbda..d1ab36e09 100644 --- a/data/shaders/simple_particle.vert +++ b/data/shaders/simple_particle.vert @@ -23,7 +23,6 @@ in vec2 quadcorner; in float anglespeed; #endif -flat out float billboard_mix; out vec2 tc; out vec4 pc; @@ -34,13 +33,11 @@ void main(void) gl_Position = vec4(0.); pc = vec4(0.0); tc = vec2(0.0); - billboard_mix = 0.0; return; } float lifetime = color_lifetime.w; float alpha = mix(smoothstep(1.0, 0.8, lifetime), lifetime, billboard); - billboard_mix = billboard; vec4 particle_color = vec4(color_lifetime.zyx, 1.0) * alpha; tc = Texcoord;