better fade

precompile_headers
glassmancody.info 2 years ago
parent 56187ad977
commit 7b958148d0

@ -30,8 +30,10 @@ float calcSoftParticleFade(in vec3 viewDir, in vec3 viewNormal, in vec3 viewPos)
const float nearMult = 300.0;
float viewBias = 1.0;
if (particleFade)
viewBias = abs(dot(-viewDir, viewNormal) * quickstep(euclidianDepth / nearMult));
if (particleFade) {
float VdotN = dot(viewDir, viewNormal);
viewBias = abs(VdotN) * quickstep(euclidianDepth / nearMult) * (1.0 - pow(1.0 + VdotN, 1.3));
}
const float shift = 0.845;
return shift * pow(clamp(delta/falloff, 0.0, 1.0), contrast) * viewBias;

Loading…
Cancel
Save