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4fbe5ec84d
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#import "Common/ShaderLib/MultiSample.glsllib" |
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uniform DEPTHTEXTURE m_DepthTexture; |
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uniform float m_Softness; // Power used in the contrast function |
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in vec2 vPos; // Position of the pixel |
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in vec2 projPos;// z and w valus in projection space |
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#ifdef USE_TEXTURE |
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uniform sampler2D m_Texture; |
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in vec4 texCoord; |
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#endif |
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in vec4 color; |
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out vec4 outColor; |
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float Contrast(in float d){ |
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float val = clamp( 2.0*( (d > 0.5) ? 1.0-d : d ), 0.0, 1.0); |
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float a = 0.5 * pow(val, m_Softness); |
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return (d > 0.5) ? 1.0 - a : a; |
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} |
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float stdDiff(in float d){ |
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return clamp((d)*m_Softness,0.0,1.0); |
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} |
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void main(){ |
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if (color.a <= 0.01) |
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discard; |
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outColor = vec4(1.0,1.0,1.0,1.0);//color; |
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#ifdef USE_TEXTURE |
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#ifdef POINT_SPRITE |
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vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy); |
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#else |
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vec2 uv = texCoord.xy; |
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#endif |
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outColor = getColor(m_Texture, uv) * color; |
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#endif |
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float depthv = getDepth(m_DepthTexture, vPos).x*2.0-1.0; // Scene depth |
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depthv*=projPos.y; |
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float particleDepth = projPos.x; |
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float zdiff =depthv-particleDepth; |
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if(zdiff<=0.0){ |
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discard; |
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} |
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// Computes alpha based on the particles distance to the rest of the scene |
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outColor.a = outColor.a * stdDiff(zdiff);// Contrast(zdiff); |
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} |
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