diff --git a/projects/sph/shaders/shader_water.frag b/projects/sph/shaders/shader_water.frag index b68f9572a91b05e836c3fead9ae9afd7ce16ba8e..aa18233ec5e5734ab1bdaf1e4df3683e902769a6 100644 --- a/projects/sph/shaders/shader_water.frag +++ b/projects/sph/shaders/shader_water.frag @@ -6,7 +6,6 @@ layout(location = 0) in vec2 passTriangleCoordinates; layout(location = 1) in vec3 passVelocity; -layout(location = 2) in float passlifeTime; layout(location = 0) out vec3 outColor; @@ -20,27 +19,9 @@ layout(set=0,binding=1) uniform uPosition{ void main() { - float normlt = 1-normalize(passlifeTime); - vec2 mouse = vec2(Position.position.x, Position.position.y); - - vec3 c0 = vec3(0.2,0.5,1); - vec3 c1 = vec3(0.3, 0.7,1); - vec3 c2 = vec3(0.5,0.9,1); - vec3 c3 = vec3(0.9,1,1); - - if(passlifeTime < 1){ - outColor = mix(c0, c1, passlifeTime ); - } - else if(passlifeTime < 2){ - outColor = mix(c1, c2, passlifeTime - 1); - } - else{ - outColor = mix(c2, c3, clamp((passlifeTime - 2) * 0.5, 0, 1)); - } - + outColor = vec3(1.0,1.0,1.0); + // make the triangle look like a circle outColor *= circleFactor(passTriangleCoordinates); - - // fade out particle shortly before it dies - outColor *= clamp(passlifeTime * 2, 0, 1); + }