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maszyna/shaders/particles_smoke.frag

43 lines
1.0 KiB
GLSL

// 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
in vec4 f_color;
in vec2 f_coord;
in vec4 f_pos;
in float f_soft;
in vec4 f_clip_pos;
in vec4 f_clip_future_pos;
#texture (tex1, 0, sRGB_A)
uniform sampler2D tex1;
#include <common>
#include <apply_fog.glsl>
#include <tonemapping.glsl>
#include <particle_soft.glsl>
layout(location = 0) out vec4 out_color;
#if MOTIONBLUR_ENABLED
layout(location = 1) out vec4 out_motion;
#endif
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));
#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, tex_color.a * alpha_mult);
}
#endif
}