git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10508 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
parent
d20110a43b
commit
85b3e7e8c5
@ -0,0 +1,51 @@ |
|||||||
|
#import "Common/ShaderLib/MultiSample.glsllib" |
||||||
|
|
||||||
|
uniform DEPTHTEXTURE m_DepthTexture; |
||||||
|
uniform float m_Softness; // Power used in the contrast function |
||||||
|
in vec2 vPos; // Position of the pixel |
||||||
|
in vec2 projPos;// z and w valus in projection space |
||||||
|
|
||||||
|
#ifdef USE_TEXTURE |
||||||
|
uniform sampler2D m_Texture; |
||||||
|
in vec4 texCoord; |
||||||
|
#endif |
||||||
|
|
||||||
|
in vec4 color; |
||||||
|
out vec4 outColor; |
||||||
|
|
||||||
|
float Contrast(in 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(in float d){ |
||||||
|
return clamp((d)*m_Softness,0.0,1.0); |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
void main(){ |
||||||
|
if (color.a <= 0.01) |
||||||
|
discard; |
||||||
|
|
||||||
|
outColor = 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 |
||||||
|
outColor = getColor(m_Texture, uv) * color; |
||||||
|
#endif |
||||||
|
|
||||||
|
float depthv = getDepth(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 |
||||||
|
outColor.a = outColor.a * stdDiff(zdiff);// Contrast(zdiff); |
||||||
|
} |
Loading…
Reference in new issue