#version 460 core #define STAGE_FRAGMENT 1 #include "common.glsl" // rain and snow of the gpu (gfx::gpu_particles, particles_precipitation.vert): a streak rounded at its ends, fainter towards // its tail, in the colour the compute pass lit it with, faded in front of the scene, fogged layout(location = 3) in vec4 f_pos; layout(location = 13) in vec4 f_color; layout(location = 17) in vec4 f_streak; layout(location = 16) in float f_soft; layout(location = 4) in vec4 f_clip_pos; layout(location = 5) in vec4 f_clip_future_pos; #include "common.glsl" #include "apply_fog.glsl" #include "tonemapping.glsl" #include "particle_soft.glsl" layout(location = 0) out vec4 out_color; #ifdef NO_MOTION_OUTPUT // a pass without the velocity target: the writes go nowhere vec4 out_motion; #else layout(location = 1) out vec4 out_motion; #endif void main() { // distance from the axis of the streak, in its radii float along = clamp(f_streak.y, 0.0, f_streak.w); float offaxis = length(vec2(f_streak.x, f_streak.y - along)) / max(f_streak.z, 1e-6); float alpha = f_color.a * (1.0 - smoothstep(0.35, 1.0, offaxis)); alpha *= mix(1.0, 0.4, along / max(f_streak.w, 1e-6)); alpha *= particle_soft_fade(f_soft, -f_pos.z); if (alpha <= 0.0) discard; vec4 color = vec4(apply_fog(f_color.rgb), alpha); if (POSTFX_ENABLED) { out_color = color; } else { out_color = tonemap(color); } 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, alpha * alpha_mult); } }