#version 460 core #define STAGE_FRAGMENT 1 #include "common.glsl" layout(location = 3) in vec4 f_pos; layout(location = 4) in vec4 f_clip_pos; layout(location = 5) in vec4 f_clip_future_pos; 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 #include "tonemapping.glsl" #include "apply_fog.glsl" void main() { float x = (gl_PointCoord.x - 0.5f) * 2.0f; float y = (gl_PointCoord.y - 0.5f) * 2.0f; float dist = sqrt(x * x + y * y); if (dist > 0.5f) discard; // vec4 color = vec4(param[0].rgb * emission, mix(param[0].a, 0.0f, dist * 2.0f)); vec4 color = vec4(apply_fog(pow(param[0].rgb, vec3(2.2)) * emission), mix(param[0].a, 0.0f, dist * 2.0f)); // vec4 color = vec4(add_fog(param[0].rgb * emission * (1.0 - get_fog_amount()), 1.0), mix(param[0].a, 0.0f, dist * 2.0f)); out_color = FBOUT(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, 0.0f); } }