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

91 lines
2.4 KiB
GLSL

#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.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
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
}
void PS()
{
// Get material diffuse albedo
#ifdef DIFFMAP
vec4 diffColor = cMatDiffColor * texture2D(sDiffMap, vTexCoord);
#ifdef ALPHAMASK
if (diffColor.a < 0.5)
discard;
#endif
#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
#ifndef ADDITIVE
diffColor.a = max(diffColor.a - fade, 0.0);
#else
diffColor.rgb = max(diffColor.rgb - fade, vec3(0.0, 0.0, 0.0));
#endif
#endif
gl_FragColor = vec4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
}