91 lines
2.4 KiB
GLSL
91 lines
2.4 KiB
GLSL
#include "Uniforms.glsl"
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#include "Samplers.glsl"
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#include "Transform.glsl"
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#include "ScreenPos.glsl"
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#include "Fog.glsl"
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varying vec2 vTexCoord;
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varying vec4 vWorldPos;
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#ifdef VERTEXCOLOR
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varying vec4 vColor;
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#endif
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#ifdef SOFTPARTICLES
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varying vec4 vScreenPos;
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uniform float cSoftParticleFadeScale;
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#endif
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void VS()
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{
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mat4 modelMatrix = iModelMatrix;
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vec3 worldPos = GetWorldPos(modelMatrix);
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gl_Position = GetClipPos(worldPos);
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vTexCoord = GetTexCoord(iTexCoord);
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vWorldPos = vec4(worldPos, GetDepth(gl_Position));
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#ifdef SOFTPARTICLES
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vScreenPos = GetScreenPos(gl_Position);
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#endif
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#ifdef VERTEXCOLOR
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vColor = iColor;
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#endif
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}
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void PS()
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{
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// Get material diffuse albedo
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#ifdef DIFFMAP
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vec4 diffColor = cMatDiffColor * texture2D(sDiffMap, vTexCoord);
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#ifdef ALPHAMASK
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if (diffColor.a < 0.5)
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discard;
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#endif
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#else
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vec4 diffColor = cMatDiffColor;
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#endif
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#ifdef VERTEXCOLOR
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diffColor *= vColor;
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#endif
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// Get fog factor
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#ifdef HEIGHTFOG
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float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y);
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#else
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float fogFactor = GetFogFactor(vWorldPos.w);
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#endif
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// Soft particle fade
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// In expand mode depth test should be off. In that case do manual alpha discard test first to reduce fill rate
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#ifdef SOFTPARTICLES
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#ifdef EXPAND
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if (diffColor.a < 0.01)
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discard;
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#endif
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float particleDepth = vWorldPos.w;
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#ifdef HWDEPTH
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float depth = ReconstructDepth(texture2DProj(sDepthBuffer, vScreenPos).r);
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#else
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float depth = DecodeDepth(texture2DProj(sDepthBuffer, vScreenPos).rgb);
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#endif
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#ifdef EXPAND
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float diffZ = max(particleDepth - depth, 0.0) * (cFarClipPS - cNearClipPS);
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float fade = clamp(diffZ * cSoftParticleFadeScale, 0.0, 1.0);
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#else
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float diffZ = (depth - particleDepth) * (cFarClipPS - cNearClipPS);
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float fade = clamp(1.0 - diffZ * cSoftParticleFadeScale, 0.0, 1.0);
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#endif
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#ifndef ADDITIVE
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diffColor.a = max(diffColor.a - fade, 0.0);
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#else
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diffColor.rgb = max(diffColor.rgb - fade, vec3(0.0, 0.0, 0.0));
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#endif
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#endif
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gl_FragColor = vec4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
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}
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