Urho3D/bin/CoreData/Shaders/GLSL/LitParticle.glsl

160 lines
4.7 KiB
GLSL

#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "Lighting.glsl"
#include "Fog.glsl"
varying vec2 vTexCoord;
varying vec4 vWorldPos;
#ifdef VERTEXCOLOR
varying vec4 vColor;
#endif
#ifdef SOFTPARTICLES
varying vec4 vScreenPos;
uniform float cSoftParticleFadeScale;
#endif
#ifdef PERPIXEL
#ifdef SHADOW
#ifndef GL_ES
varying vec4 vShadowPos[NUMCASCADES];
#else
varying highp vec4 vShadowPos[NUMCASCADES];
#endif
#endif
#ifdef SPOTLIGHT
varying vec4 vSpotPos;
#endif
#ifdef POINTLIGHT
varying vec3 vCubeMaskVec;
#endif
#else
varying vec3 vVertexLight;
#endif
void VS()
{
mat4 modelMatrix = iModelMatrix;
vec3 worldPos = GetWorldPos(modelMatrix);
gl_Position = GetClipPos(worldPos);
vTexCoord = GetTexCoord(iTexCoord);
vWorldPos = vec4(worldPos, GetDepth(gl_Position));
#ifdef SOFTPARTICLES
vScreenPos = GetScreenPos(gl_Position);
#endif
#ifdef VERTEXCOLOR
vColor = iColor;
#endif
#ifdef PERPIXEL
// Per-pixel forward lighting
vec4 projWorldPos = vec4(worldPos, 1.0);
#ifdef SHADOW
// Shadow projection: transform from world space to shadow space
for (int i = 0; i < NUMCASCADES; i++)
vShadowPos[i] = GetShadowPos(i, vec3(0, 0, 0), projWorldPos);
#endif
#ifdef SPOTLIGHT
// Spotlight projection: transform from world space to projector texture coordinates
vSpotPos = projWorldPos * cLightMatrices[0];
#endif
#ifdef POINTLIGHT
vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
#endif
#else
// Ambient & per-vertex lighting
vVertexLight = GetAmbient(GetZonePos(worldPos));
#ifdef NUMVERTEXLIGHTS
for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
vVertexLight += GetVertexLightVolumetric(i, worldPos) * cVertexLights[i * 3].rgb;
#endif
#endif
}
void PS()
{
// Get material diffuse albedo
#ifdef DIFFMAP
vec4 diffInput = texture2D(sDiffMap, vTexCoord);
#ifdef ALPHAMASK
if (diffInput.a < 0.5)
discard;
#endif
vec4 diffColor = cMatDiffColor * diffInput;
#else
vec4 diffColor = cMatDiffColor;
#endif
#ifdef VERTEXCOLOR
diffColor *= vColor;
#endif
// Get fog factor
#ifdef HEIGHTFOG
float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y);
#else
float fogFactor = GetFogFactor(vWorldPos.w);
#endif
// Soft particle fade
// In expand mode depth test should be off. In that case do manual alpha discard test first to reduce fill rate
#ifdef SOFTPARTICLES
#ifdef EXPAND
if (diffColor.a < 0.01)
discard;
#endif
float particleDepth = vWorldPos.w;
#ifdef HWDEPTH
float depth = ReconstructDepth(texture2DProj(sDepthBuffer, vScreenPos).r);
#else
float depth = DecodeDepth(texture2DProj(sDepthBuffer, vScreenPos).rgb);
#endif
#ifdef EXPAND
float diffZ = max(particleDepth - depth, 0.0) * (cFarClipPS - cNearClipPS);
float fade = clamp(diffZ * cSoftParticleFadeScale, 0.0, 1.0);
#else
float diffZ = (depth - particleDepth) * (cFarClipPS - cNearClipPS);
float fade = clamp(1.0 - diffZ * cSoftParticleFadeScale, 0.0, 1.0);
#endif
diffColor.a = max(diffColor.a - fade, 0.0);
#endif
#ifdef PERPIXEL
// Per-pixel forward lighting
vec3 lightColor;
vec3 lightDir;
vec3 finalColor;
float diff = GetDiffuseVolumetric(vWorldPos.xyz);
#ifdef SHADOW
diff *= GetShadow(vShadowPos, vWorldPos.w);
#endif
#if defined(SPOTLIGHT)
lightColor = vSpotPos.w > 0.0 ? texture2DProj(sLightSpotMap, vSpotPos).rgb * cLightColor.rgb : vec3(0.0, 0.0, 0.0);
#elif defined(CUBEMASK)
lightColor = textureCube(sLightCubeMap, vCubeMaskVec).rgb * cLightColor.rgb;
#else
lightColor = cLightColor.rgb;
#endif
finalColor = diff * lightColor * diffColor.rgb;
gl_FragColor = vec4(GetLitFog(finalColor, fogFactor), diffColor.a);
#else
// Ambient & per-vertex lighting
vec3 finalColor = vVertexLight * diffColor.rgb;
gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
#endif
}