particle fading shader

This commit is contained in:
minjaesong
2024-06-16 17:47:28 +09:00
parent 9948566ce4
commit fd124062cf
5 changed files with 111 additions and 5 deletions

View File

@@ -0,0 +1,55 @@
/**
* Blue Noise texture created by Christoph Peters, released under CC0
* http://momentsingraphics.de/BlueNoise.html
*/
#ifdef GL_ES
precision mediump float;
#endif
vec4 gammaIn(vec4 col) {
return pow(col, vec4(2.2));
}
vec4 gammaOut(vec4 col) {
return pow(col, vec4(1.0 / 2.2));
}
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform sampler2D u_pattern;
uniform ivec2 rnd = ivec2(0,0);
uniform mat4 swizzler = mat4(
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
0.0,0.0,0.0,1.0
);
uniform float quant = 1.0; // 64 steps -> 63.0; 256 steps -> 255.0
vec4 quantVec = vec4(quant);
vec4 invQuant = vec4(1.0 / quant);
out vec4 fragColor;
const vec2 boolean = vec2(0.0, 1.0);
const vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
float nearestAlpha(float alpha) {
return min(1.0, max(0.0, floor(alpha + 0.5)));
}
void main(void) {
vec4 particleCol = vec4(v_color.rgb, smoothstep(0.0, 1.0, v_color.a));
vec4 inColor = particleCol * texture(u_texture, v_texCoords);
float bayerThreshold = (swizzler * vec4(texture(u_pattern, (gl_FragCoord.xy + rnd) * patternsize))).r;
float alpha = nearestAlpha((inColor.a * 256.0 / 255.0) - (1.0 / 255.0) + (bayerThreshold - 0.5));
fragColor = inColor * boolean.yyyx + alpha * boolean.xxxy;
}