blob: d3108b54e713004d0d8cc2219b66cdd992682a16 [file] [log] [blame]
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;
}