From 0142caacf7bcc0e07af06c7bc3cfaaae4f1b28c5 Mon Sep 17 00:00:00 2001 From: Alexei Kotov Date: Sat, 11 Feb 2023 23:19:26 +0300 Subject: [PATCH] Use falloff start and stop opacity in NoLighting shader --- files/shaders/nv_nolighting_vertex.glsl | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/files/shaders/nv_nolighting_vertex.glsl b/files/shaders/nv_nolighting_vertex.glsl index 7b1f6961b4..f3c5d41c98 100644 --- a/files/shaders/nv_nolighting_vertex.glsl +++ b/files/shaders/nv_nolighting_vertex.glsl @@ -15,7 +15,6 @@ varying float linearDepth; uniform bool useFalloff; uniform vec4 falloffParams; -varying vec3 passViewPos; varying float passFalloff; #include "vertexcolors.glsl" @@ -43,7 +42,12 @@ void main(void) vec3 viewNormal = gl_NormalMatrix * normalize(gl_Normal.xyz); vec3 viewDir = normalize(viewPos.xyz); float viewAngle = abs(dot(viewNormal, viewDir)); - passFalloff = smoothstep(falloffParams.y, falloffParams.x, viewAngle); + passFalloff = smoothstep(falloffParams.x, falloffParams.y, viewAngle); + + float startOpacity = min(falloffParams.z, 1.0); + float stopOpacity = max(falloffParams.w, 0.0); + + passFalloff = mix(startOpacity, stopOpacity, passFalloff); } else {