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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 18:19:19 +02:00
This commit is contained in:
2026-05-24 21:48:05 +02:00
parent 5b51188dfe
commit 2c599cb419
46 changed files with 2034 additions and 85 deletions

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in vec2 f_uv;
in vec4 f_pos;
#texture (tex1, 0, sRGB_A)
uniform sampler2D tex1;
#include <common>
#include <apply_fog.glsl>
#include <tonemapping.glsl>
layout(location = 0) out vec4 out_color;
#if MOTIONBLUR_ENABLED
layout(location = 1) out vec4 out_motion;
#endif
void main()
{
vec4 col = texture(tex1, f_uv);
if (col.a < 0.01) discard;
#if POSTFX_ENABLED
out_color = vec4(apply_fog(col.rgb), col.a);
#else
out_color = tonemap(vec4(apply_fog(col.rgb), col.a));
#endif
#if MOTIONBLUR_ENABLED
out_motion = vec4(0.0);
#endif
}

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// ECS billboard instanced vertex shader.
// Per-instance: camera-relative position and size.
// UVs are generated per-corner from gl_VertexID.
layout(location = 0) in vec3 i_position;
layout(location = 1) in float i_size;
out vec2 f_uv;
out vec4 f_pos;
#include <common>
const vec2 corners[6] = vec2[6](
vec2(-0.5, -0.5), vec2( 0.5, -0.5), vec2( 0.5, 0.5),
vec2(-0.5, -0.5), vec2( 0.5, 0.5), vec2(-0.5, 0.5)
);
const vec2 uvs[6] = vec2[6](
vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(1.0, 1.0),
vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 1.0)
);
void main()
{
int idx = gl_VertexID;
vec3 right = vec3(inv_view[0]);
vec3 up = vec3(inv_view[1]);
vec3 worldPos = i_position + (right * corners[idx].x + up * corners[idx].y) * i_size;
f_pos = modelview * vec4(worldPos, 1.0);
gl_Position = projection * f_pos;
f_uv = uvs[idx];
}

24
shaders/ecs_line.frag Normal file
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in vec3 f_color;
in vec4 f_pos;
#include <common>
#include <apply_fog.glsl>
#include <tonemapping.glsl>
layout(location = 0) out vec4 out_color;
#if MOTIONBLUR_ENABLED
layout(location = 1) out vec4 out_motion;
#endif
void main()
{
vec3 col = f_color;
#if POSTFX_ENABLED
out_color = vec4(apply_fog(col), 1.0);
#else
out_color = tonemap(vec4(apply_fog(col), 1.0));
#endif
#if MOTIONBLUR_ENABLED
out_motion = vec4(0.0);
#endif
}

24
shaders/ecs_particle.frag Normal file
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in vec4 f_color;
in vec4 f_pos;
#include <common>
#include <apply_fog.glsl>
#include <tonemapping.glsl>
layout(location = 0) out vec4 out_color;
#if MOTIONBLUR_ENABLED
layout(location = 1) out vec4 out_motion;
#endif
void main()
{
vec4 col = f_color;
#if POSTFX_ENABLED
out_color = vec4(apply_fog(col.rgb), col.a);
#else
out_color = tonemap(vec4(apply_fog(col.rgb), col.a));
#endif
#if MOTIONBLUR_ENABLED
out_motion = vec4(0.0);
#endif
}

34
shaders/ecs_particle.vert Normal file
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// ECS particle instanced billboard vertex shader.
// Per-instance data: camera-relative world position, size, color.
// Billboard corners are generated via gl_VertexID (no geometry shader needed).
layout(location = 0) in vec3 i_position; // camera-relative world position
layout(location = 1) in float i_size;
layout(location = 2) in vec4 i_color;
out vec4 f_color;
out vec4 f_pos;
#include <common>
// Two-triangle billboard quad (CCW winding)
const vec2 corners[6] = vec2[6](
vec2(-0.5, -0.5), vec2( 0.5, -0.5), vec2( 0.5, 0.5),
vec2(-0.5, -0.5), vec2( 0.5, 0.5), vec2(-0.5, 0.5)
);
void main()
{
vec2 corner = corners[gl_VertexID];
// inv_view is the inverse of the rotation-only view matrix.
// Its columns are the camera's right, up, forward vectors in world space.
vec3 right = vec3(inv_view[0]);
vec3 up = vec3(inv_view[1]);
// Expand billboard in world space around the camera-relative centre.
vec3 worldPos = i_position + (right * corner.x + up * corner.y) * i_size;
f_pos = modelview * vec4(worldPos, 1.0);
gl_Position = projection * f_pos;
f_color = i_color;
}