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path: root/engine/src/core-data/Common/MatDefs/Misc/SoftParticle.frag
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Diffstat (limited to 'engine/src/core-data/Common/MatDefs/Misc/SoftParticle.frag')
-rw-r--r--engine/src/core-data/Common/MatDefs/Misc/SoftParticle.frag50
1 files changed, 50 insertions, 0 deletions
diff --git a/engine/src/core-data/Common/MatDefs/Misc/SoftParticle.frag b/engine/src/core-data/Common/MatDefs/Misc/SoftParticle.frag
new file mode 100644
index 0000000..d3108b5
--- /dev/null
+++ b/engine/src/core-data/Common/MatDefs/Misc/SoftParticle.frag
@@ -0,0 +1,50 @@
+uniform sampler2D m_DepthTexture;
+uniform float m_Softness; // Power used in the contrast function
+varying vec2 vPos; // Position of the pixel
+varying vec2 projPos;// z and w valus in projection space
+
+#ifdef USE_TEXTURE
+uniform sampler2D m_Texture;
+varying vec4 texCoord;
+#endif
+
+varying vec4 color;
+
+float Contrast(float d){
+ float val = clamp( 2.0*( (d > 0.5) ? 1.0-d : d ), 0.0, 1.0);
+ float a = 0.5 * pow(val, m_Softness);
+ return (d > 0.5) ? 1.0 - a : a;
+}
+
+float stdDiff(float d){
+ return clamp((d)*m_Softness,0.0,1.0);
+}
+
+
+void main(){
+ if (color.a <= 0.01)
+ discard;
+
+ vec4 c = vec4(1.0,1.0,1.0,1.0);//color;
+ #ifdef USE_TEXTURE
+ #ifdef POINT_SPRITE
+ vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy);
+ #else
+ vec2 uv = texCoord.xy;
+ #endif
+ c = texture2D(m_Texture, uv) * color;
+ #endif
+
+
+ float depthv = texture2D(m_DepthTexture, vPos).x*2.0-1.0; // Scene depth
+ depthv*=projPos.y;
+ float particleDepth = projPos.x;
+
+ float zdiff =depthv-particleDepth;
+ if(zdiff<=0.0){
+ discard;
+ }
+ // Computes alpha based on the particles distance to the rest of the scene
+ c.a = c.a * stdDiff(zdiff);// Contrast(zdiff);
+ gl_FragColor =c;
+} \ No newline at end of file