AggrorJorn Posted August 4, 2014 Share Posted August 4, 2014 Is there a existing way to create soft particles? current setup with default shader. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted August 4, 2014 Share Posted August 4, 2014 Perhaps you could program it yourself ? uniform sampler2D colorMap; 02 uniform sampler2D depthMap; 03 04 varying float depth; 05 06 void main() { 07 08 vec2 coord = gl_FragCoord.xy / vec2(640,360); 09 vec4 depthMapDepth = -texture2D(depthMap, coord).z; 10 vec4 color = texture2D(colorMap, gl_TexCoord[0].st); 11 12 float scale = 0.2f; 13 float fade = clamp((depthMapDepth.x-depth)*scale, 0.0, 1.0); 14 15 gl_FragColor = vec4(vec3(color),color.a * fade); 16 } Source : http://www.informatik.uni-oldenburg.de/~trigger/page7.html Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted August 4, 2014 Share Posted August 4, 2014 What are soft particles? Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 4, 2014 Author Share Posted August 4, 2014 The image on the left is the current situation. On the right you see soft particles. Quote Link to comment Share on other sites More sharing options...
shadmar Posted August 4, 2014 Share Posted August 4, 2014 Ah. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
shadmar Posted August 4, 2014 Share Posted August 4, 2014 As YG suggests, we could, but would need depth information sent to the particle shader. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted August 5, 2014 Share Posted August 5, 2014 Why it's not possible in LE3 ? no depth info possible ? (It's not very new technique) Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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