particle: fix fading not working correctly

experimental
Kirill Vainer 9 years ago
parent 947c576ca8
commit 2a959e17ab
  1. 5
      jme3-core/src/main/resources/Common/MatDefs/Misc/Particle.vert

@ -32,11 +32,12 @@ void main(){
#ifdef POINT_SPRITE
vec4 worldPos = g_WorldMatrix * pos;
float d = distance(g_CameraPosition.xyz, worldPos.xyz);
gl_PointSize = max(1.0, (inSize * SIZE_MULTIPLIER * m_Quadratic) / d);
float size = (inSize * SIZE_MULTIPLIER * m_Quadratic) / d);
gl_PointSize = max(1.0, size);
//vec4 worldViewPos = g_WorldViewMatrix * pos;
//gl_PointSize = (inSize * SIZE_MULTIPLIER * m_Quadratic)*100.0 / worldViewPos.z;
color.a *= min(gl_PointSize, 1.0);
color.a *= min(size, 1.0);
#endif
}
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