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			40 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			40 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform float near;
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| uniform sampler2D opaqueDepthTex;
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| uniform float particleSize;
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| uniform bool particleFade;
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| 
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| float viewDepth(float depth)
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| {
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| #if @reverseZ
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|     depth = 1.0 - depth;
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| #endif
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|     return (near * far) / ((far - near) * depth - far);
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| }
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| 
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| float calcSoftParticleFade(in vec3 viewDir, in vec3 viewNormal, in vec3 viewPos)
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| {
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|     float euclidianDepth = length(viewPos);
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| 
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|     const float falloffMultiplier = 0.33;
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|     const float contrast = 1.30;
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| 
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|     vec2 screenCoords = gl_FragCoord.xy / screenRes;
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| 
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|     float depth = texture2D(opaqueDepthTex, screenCoords).x;
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| 
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|     float sceneDepth = viewDepth(depth);
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|     float particleDepth = passViewPos.z;
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|     float falloff = particleSize * falloffMultiplier;
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|     float delta = particleDepth - sceneDepth;
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| 
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|     const float nearMult = 300.0;
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|     float viewBias = 1.0;
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| 
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|     if (particleFade) {
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|         float VdotN = dot(viewDir, viewNormal);
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|         viewBias = abs(VdotN) * quickstep(euclidianDepth / nearMult) * (1.0 - pow(1.0 + VdotN, 1.3));
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|     }
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| 
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|     const float shift = 0.845;
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|     return shift * pow(clamp(delta/falloff, 0.0, 1.0), contrast) * viewBias;
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| }
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