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openmw/files/shaders/softparticles.glsl

41 lines
1.1 KiB
GLSL

uniform float near;
uniform sampler2D opaqueDepthTex;
uniform float particleSize;
uniform bool particleFade;
float viewDepth(float depth)
{
#if @reverseZ
depth = 1.0 - depth;
#endif
return (near * far) / ((far - near) * depth - far);
}
float calcSoftParticleFade(in vec3 viewDir, in vec3 viewNormal, in vec3 viewPos)
{
float euclidianDepth = length(viewPos);
const float falloffMultiplier = 0.33;
const float contrast = 1.30;
vec2 screenCoords = gl_FragCoord.xy / screenRes;
float depth = texture2D(opaqueDepthTex, screenCoords).x;
float sceneDepth = viewDepth(depth);
float particleDepth = passViewPos.z;
float falloff = particleSize * falloffMultiplier;
float delta = particleDepth - sceneDepth;
const float nearMult = 300.0;
float viewBias = 1.0;
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;
}