#include #include in vec4 f_clip_pos; in vec4 f_clip_future_pos; layout(location = 0) out vec4 out_color; #if MOTIONBLUR_ENABLED layout(location = 1) out vec4 out_motion; #endif 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)); #if POSTFX_ENABLED out_color = color; #else out_color = tonemap(color); #endif #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); } #endif }