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https://github.com/MaSzyna-EU07/maszyna.git
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51 lines
1.4 KiB
GLSL
51 lines
1.4 KiB
GLSL
#version 460 core
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#define STAGE_FRAGMENT 1
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#include "common.glsl"
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// the smoke of the gpu (gfx::gpu_particles, particles_smoke.vert): the texture of the smoke in the colour the compute pass
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// lit the particle with, faded in front of the scene, fogged
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layout(location = 13) in vec4 f_color;
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layout(location = 2) in vec2 f_coord;
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layout(location = 3) in vec4 f_pos;
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layout(location = 16) in float f_soft;
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layout(location = 4) in vec4 f_clip_pos;
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layout(location = 5) in vec4 f_clip_future_pos;
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#pragma texture(tex1, 0, sRGB_A)
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layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 0) uniform sampler2D tex1;
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#include "common.glsl"
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#include "apply_fog.glsl"
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#include "tonemapping.glsl"
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#include "particle_soft.glsl"
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layout(location = 0) out vec4 out_color;
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#ifdef NO_MOTION_OUTPUT
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// a pass without the velocity target: the writes go nowhere
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vec4 out_motion;
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#else
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layout(location = 1) out vec4 out_motion;
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#endif
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void main()
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{
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vec4 tex_color = texture(tex1, f_coord) * f_color;
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tex_color.a *= particle_soft_fade(f_soft, -f_pos.z);
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if (POSTFX_ENABLED)
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{
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out_color = vec4(apply_fog(tex_color.rgb), tex_color.a);
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}
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else
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{
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out_color = tonemap(vec4(apply_fog(tex_color.rgb), tex_color.a));
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}
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if (MOTIONBLUR_ENABLED)
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{
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;
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out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult);
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}
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}
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