241 lines
5.9 KiB
GLSL
241 lines
5.9 KiB
GLSL
#include "Constants.glsl"
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#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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#ifdef SOFTPARTICLES
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uniform float cSoftParticleFadeScale;
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#endif
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#ifndef GL3
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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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#endif
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#else
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#ifdef COMPILEGS
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#define VSDATA_TAIL []
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#else
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#define VSDATA_TAIL
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#endif
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#ifdef COMPILEVS
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out
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#else
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in
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#endif
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VertexData
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{
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#if (defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD)) && !defined(COMPILEPS)
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vec4 vTexCoord;
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vec4 vSize;
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#else
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vec2 vTexCoord;
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#endif
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#if defined(POINTDIRBILLBOARD) && !defined(COMPILEPS)
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vec3 vNormal;
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#endif
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vec4 vWorldPos;
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#ifdef VERTEXCOLOR
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vec4 vColor;
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#endif
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#if defined(SOFTPARTICLES) && (defined(COMPILEPS) || !defined(POINTEXPAND))
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vec4 vScreenPos;
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#endif
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} vs_out VSDATA_TAIL;
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#endif
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#ifdef COMPILEVS
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#define vTexCoord vs_out.vTexCoord
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#define vWorldPos vs_out.vWorldPos
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#define vColor vs_out.vColor
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#define vScreenPos vs_out.vScreenPos
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#define vSize vs_out.vSize
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#define vNormal vs_out.vNormal
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void VS()
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{
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#if (defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD)) && defined(POINTEXPAND)
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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 = iTexCoord;
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vSize = iTexCoord1;
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vWorldPos = vec4(worldPos, GetDepth(gl_Position));
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#if defined(POINTDIRBILLBOARD)
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vNormal = iNormal;
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#endif
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#else
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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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#endif
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#if defined(SOFTPARTICLES) && !defined(POINTEXPAND)
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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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#endif
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#if defined(COMPILEGS) && (defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD))
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out VertexData
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{
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vec2 vTexCoord;
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vec4 vWorldPos;
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#ifdef POINTDIRBILLBOARD
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vec3 vNormal;
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#endif
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#ifdef VERTEXCOLOR
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vec4 vColor;
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#endif
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#ifdef SOFTPARTICLES
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vec4 vScreenPos;
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#endif
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} gs_out;
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#define oTexCoord gs_out.vTexCoord
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#define oWorldPos gs_out.vWorldPos
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#define oColor gs_out.vColor
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#define oScreenPos gs_out.vScreenPos
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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void GS()
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{
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vec2 minUV = vs_out[0].vTexCoord.xy;
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vec2 maxUV = vs_out[0].vTexCoord.zw;
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vec2 partSize = vs_out[0].vSize.xy;
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vec2 partUV[] = {
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minUV,
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vec2(minUV.x, maxUV.y),
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vec2(maxUV.x, minUV.y),
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maxUV,
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};
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float s = sin(vs_out[0].vSize.z * M_DEGTORAD);
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float c = cos(vs_out[0].vSize.z * M_DEGTORAD);
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vec3 vUpNew = c * vec3(1, 0, 0) - s * vec3(0, 1, 0);
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vec3 vRightNew = s * vec3(1, 0, 0) + c * vec3(0, 1, 0);
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vUpNew *= partSize.y;
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vRightNew *= partSize.x;
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vec3 partOffset[] = {
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-vUpNew + -vRightNew,
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-vUpNew + vRightNew,
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vUpNew + -vRightNew,
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vUpNew + vRightNew,
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};
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vec4 wPos = vs_out[0].vWorldPos;
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for (int i = 0; i < 4; ++i)
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{
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#if defined(POINTBILLBOARD)
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vec3 vPos = partOffset[i] * cBillboardRot;
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#elif defined(POINTDIRBILLBOARD)
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vec3 vPos = vec3(partOffset[i].x, 0, partOffset[i].y) * GetFaceCameraRotation(wPos.xyz, vs_out[0].vNormal);
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#endif
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oWorldPos = vec4((wPos + vPos).xyz, 0);
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oTexCoord = partUV[i];
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oColor = vs_out[0].vColor;
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gl_Position = GetClipPos(oWorldPos.xyz);
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#ifdef SOFTPARTICLES
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oScreenPos = GetScreenPos(gl_Position);
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#endif
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EmitVertex();
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}
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EndPrimitive();
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}
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#endif
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#ifdef COMPILEPS
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#define vTexCoord vs_out.vTexCoord
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#define vWorldPos vs_out.vWorldPos
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#define vColor vs_out.vColor
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#define vScreenPos vs_out.vScreenPos
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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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#endif
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