/***************************************************************************** The Dark Mod GPL Source Code This file is part of the The Dark Mod Source Code, originally based on the Doom 3 GPL Source Code as published in 2011. The Dark Mod Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For details, see LICENSE.TXT. Project: The Dark Mod (http://www.thedarkmod.com/) ******************************************************************************/ #version 330 core #pragma tdm_include "tdm_utils.glsl" uniform sampler2D u_particleColorTexture; uniform sampler2D u_depthTexture; uniform mat4 u_projectionMatrix; uniform float u_invParticleRadius; uniform float u_invSceneFadeCoeff; uniform vec2 u_invDepthTextureSize; uniform vec4 u_fadeMask; in vec4 var_Color; in vec2 var_TexCoord; out vec4 FragColor; void main() { vec2 screenTc = gl_FragCoord.xy * u_invDepthTextureSize; // take depth of particle and background float sceneDepth = texture(u_depthTexture, screenTc).r; float particleDepth = gl_FragCoord.z; // convert to linear Z (positive) sceneDepth = depthToZ(u_projectionMatrix, sceneDepth); particleDepth = depthToZ(u_projectionMatrix, particleDepth); float depthDelta = sceneDepth - particleDepth; // scale the depth difference by the particle diameter to calc an alpha value // based on how much of the 3d volume represented by the particle is in front of the solid scene float sceneFade = clamp((depthDelta * u_invParticleRadius + 1.0) * u_invSceneFadeCoeff, 0.0, 1.0); // also fade if the particle is too close to our eye position, so it doesn't 'pop' in and out of view // start a linear fade at u_particleRadius distance from the particle. float nearFade = clamp(particleDepth * u_invParticleRadius, 0.0, 1.0); // calculate final fade and apply the channel mask vec4 fade = clamp(vec4(sceneFade * nearFade) + u_fadeMask, 0.0, 1.0); // multiply color by vertex/fragment color as that's how the particle system fades particles in and out FragColor = texture(u_particleColorTexture, var_TexCoord) * fade * var_Color; }