// rain and snow of the gpu (opengl46_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 in vec4 f_pos; in vec4 f_color; in vec4 f_streak; in float f_soft; in vec4 f_clip_pos; in vec4 f_clip_future_pos; #include #include #include #include layout(location = 0) out vec4 out_color; #if MOTIONBLUR_ENABLED 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); #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, alpha * alpha_mult); } #endif }