#version 460 core #define STAGE_FRAGMENT 1 // the smoke of the gpu (opengl46_gpu_particles, particles_smoke.vert): the texture of the smoke in the colour the compute pass // lit the particle with, faded in front of the scene, fogged layout(location = 13) in vec4 f_color; layout(location = 2) in vec2 f_coord; layout(location = 3) in vec4 f_pos; layout(location = 16) in float f_soft; layout(location = 4) in vec4 f_clip_pos; layout(location = 5) in vec4 f_clip_future_pos; #pragma texture(tex1, 0, sRGB_A) layout(binding = 0) uniform sampler2D tex1; #include "common.glsl" #include "apply_fog.glsl" #include "tonemapping.glsl" #include "particle_soft.glsl" layout(location = 0) out vec4 out_color; layout(location = 1) out vec4 out_motion; void main() { vec4 tex_color = texture(tex1, f_coord) * f_color; tex_color.a *= particle_soft_fade(f_soft, -f_pos.z); if (POSTFX_ENABLED) { out_color = vec4(apply_fog(tex_color.rgb), tex_color.a); } else { out_color = tonemap(vec4(apply_fog(tex_color.rgb), tex_color.a)); } if (MOTIONBLUR_ENABLED) { vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5; vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5; out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult); } }