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maszyna/shaders/ogl46/particles_precipitation.frag

49 lines
1.4 KiB
GLSL

#version 460 core
#define STAGE_FRAGMENT 1
// 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
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;
layout(location = 1) out vec4 out_motion;
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);
}
}