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@@ -53,11 +53,11 @@ void particleAlpha(in sampler2D tex, in float alpha)
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//==============================================================================
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#if PASS == COLOR
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# define particleSoftTextureAlpha_DEFINED
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-void particleSoftTextureAlpha(in sampler2D depthMap, in sampler2D tex,
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+void particleSoftTextureAlpha(in sampler2D depthMap, in sampler2D tex,
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in float alpha)
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{
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const vec2 screenSize = vec2(
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- 1.0 / float(ANKI_RENDERER_WIDTH),
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+ 1.0 / float(ANKI_RENDERER_WIDTH),
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1.0 / float(ANKI_RENDERER_HEIGHT));
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float depth = texture(depthMap, gl_FragCoord.xy * screenSize).r;
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@@ -66,7 +66,8 @@ void particleSoftTextureAlpha(in sampler2D depthMap, in sampler2D tex,
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float softalpha = clamp(delta * 50.0, 0.0, 1.0);
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vec4 color = texture(tex, gl_PointCoord);
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- color.a *= alpha * softalpha;
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+ color.a *= alpha;
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+ //color.a *= softalpha;
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writeGBuffer(color);
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}
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@@ -75,11 +76,11 @@ void particleSoftTextureAlpha(in sampler2D depthMap, in sampler2D tex,
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//==============================================================================
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#if PASS == COLOR
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# define particleSoftColorAlpha_DEFINED
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-void particleSoftColorAlpha(in sampler2D depthMap, in vec3 icolor,
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+void particleSoftColorAlpha(in sampler2D depthMap, in vec3 icolor,
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in float alpha)
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{
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const vec2 screenSize = vec2(
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- 1.0 / float(ANKI_RENDERER_WIDTH),
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+ 1.0 / float(ANKI_RENDERER_WIDTH),
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1.0 / float(ANKI_RENDERER_HEIGHT));
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float depth = texture(depthMap, gl_FragCoord.xy * screenSize).r;
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@@ -103,7 +104,7 @@ void particleSoftColorAlpha(in sampler2D depthMap, in vec3 icolor,
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void fog(in sampler2D depthMap, in vec3 color, in float fogScale)
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{
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const vec2 screenSize = vec2(
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- 1.0 / float(ANKI_RENDERER_WIDTH),
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+ 1.0 / float(ANKI_RENDERER_WIDTH),
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1.0 / float(ANKI_RENDERER_HEIGHT));
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vec2 texCoords = gl_FragCoord.xy * screenSize;
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