22 lines
666 B
GLSL
22 lines
666 B
GLSL
uniform sampler2D tex;
|
|
uniform sampler2D dtex;
|
|
|
|
in vec2 tc;
|
|
in vec4 pc;
|
|
flat in float billboard_mix;
|
|
out vec4 FragColor;
|
|
|
|
#stk_include "utils/getPosFromUVDepth.frag"
|
|
|
|
void main(void)
|
|
{
|
|
vec2 xy = gl_FragCoord.xy / screen;
|
|
float FragZ = gl_FragCoord.z;
|
|
vec4 FragmentPos = getPosFromUVDepth(vec3(xy, FragZ), InverseProjectionMatrix);
|
|
float EnvZ = texture(dtex, xy).x;
|
|
vec4 EnvPos = getPosFromUVDepth(vec3(xy, EnvZ), InverseProjectionMatrix);
|
|
float alpha = clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
|
|
float billboard_alpha = mix(1.0, texture(tex, tc).a, billboard_mix);
|
|
FragColor = texture(tex, tc) * billboard_alpha * pc * alpha;
|
|
}
|