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Simulate and light the smoke on the GPU and make rain and snow of particles
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42
shaders/particles_smoke.frag
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42
shaders/particles_smoke.frag
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// the smoke of the gpu (opengl46_gpu_particles, particles_smoke.vert): the texture of the smoke in the colour the compute pass
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// lit the particle with, faded in front of the scene, fogged
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in vec4 f_color;
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in vec2 f_coord;
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in vec4 f_pos;
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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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#texture (tex1, 0, sRGB_A)
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uniform sampler2D tex1;
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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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vec4 tex_color = texture(tex1, f_coord) * f_color;
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tex_color.a *= particle_soft_fade(f_soft, -f_pos.z);
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#if POSTFX_ENABLED
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out_color = vec4(apply_fog(tex_color.rgb), tex_color.a);
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#else
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out_color = tonemap(vec4(apply_fog(tex_color.rgb), tex_color.a));
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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, tex_color.a * alpha_mult);
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}
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#endif
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}
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