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Simulate and light the smoke on the GPU and make rain and snow of particles
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46
shaders/particles_precipitation.frag
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46
shaders/particles_precipitation.frag
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// rain and snow of the gpu (opengl46_gpu_particles, particles_precipitation.vert): a streak rounded at its ends, fainter towards
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// its tail, in the colour the compute pass lit it with, faded in front of the scene, fogged
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in vec4 f_pos;
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in vec4 f_color;
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in vec4 f_streak;
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in float f_soft;
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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#include <common>
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#include <apply_fog.glsl>
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#include <tonemapping.glsl>
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#include <particle_soft.glsl>
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layout(location = 0) out vec4 out_color;
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#if MOTIONBLUR_ENABLED
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layout(location = 1) out vec4 out_motion;
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#endif
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void main()
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{
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// distance from the axis of the streak, in its radii
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float along = clamp(f_streak.y, 0.0, f_streak.w);
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float offaxis = length(vec2(f_streak.x, f_streak.y - along)) / max(f_streak.z, 1e-6);
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float alpha = f_color.a * (1.0 - smoothstep(0.35, 1.0, offaxis));
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alpha *= mix(1.0, 0.4, along / max(f_streak.w, 1e-6));
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alpha *= particle_soft_fade(f_soft, -f_pos.z);
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if (alpha <= 0.0)
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discard;
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vec4 color = vec4(apply_fog(f_color.rgb), alpha);
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#if POSTFX_ENABLED
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out_color = color;
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#else
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out_color = tonemap(color);
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#endif
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#if MOTIONBLUR_ENABLED
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{
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;
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out_motion = vec4(a - b, 0.0f, alpha * alpha_mult);
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}
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#endif
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}
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