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- #include "Uniforms.glsl"
- #include "Samplers.glsl"
- #include "Transform.glsl"
- #include "ScreenPos.glsl"
- #include "Fog.glsl"
- varying vec2 vTexCoord;
- varying vec4 vWorldPos;
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- #ifdef SOFTPARTICLES
- varying vec4 vScreenPos;
- uniform float cSoftParticleFadeScale;
- #endif
- void VS()
- {
- mat4 modelMatrix = iModelMatrix;
- vec3 worldPos = GetWorldPos(modelMatrix);
- gl_Position = GetClipPos(worldPos);
- vTexCoord = GetTexCoord(iTexCoord);
- vWorldPos = vec4(worldPos, GetDepth(gl_Position));
- #ifdef SOFTPARTICLES
- vScreenPos = GetScreenPos(gl_Position);
- #endif
- #ifdef VERTEXCOLOR
- vColor = iColor;
- #endif
- }
- void PS()
- {
- // Get material diffuse albedo
- #ifdef DIFFMAP
- vec4 diffColor = cMatDiffColor * texture2D(sDiffMap, vTexCoord);
- #ifdef ALPHAMASK
- if (diffColor.a < 0.5)
- discard;
- #endif
- #else
- vec4 diffColor = cMatDiffColor;
- #endif
- #ifdef VERTEXCOLOR
- diffColor *= vColor;
- #endif
- // Get fog factor
- #ifdef HEIGHTFOG
- float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y);
- #else
- float fogFactor = GetFogFactor(vWorldPos.w);
- #endif
- // Soft particle fade
- // In expand mode depth test should be off. In that case do manual alpha discard test first to reduce fill rate
- #ifdef SOFTPARTICLES
- #ifdef EXPAND
- if (diffColor.a < 0.01)
- discard;
- #endif
- float particleDepth = vWorldPos.w;
- #ifdef HWDEPTH
- float depth = ReconstructDepth(texture2DProj(sDepthBuffer, vScreenPos).r);
- #else
- float depth = DecodeDepth(texture2DProj(sDepthBuffer, vScreenPos).rgb);
- #endif
- #ifdef EXPAND
- float diffZ = max(particleDepth - depth, 0.0) * (cFarClipPS - cNearClipPS);
- float fade = clamp(diffZ * cSoftParticleFadeScale, 0.0, 1.0);
- #else
- float diffZ = (depth - particleDepth) * (cFarClipPS - cNearClipPS);
- float fade = clamp(1.0 - diffZ * cSoftParticleFadeScale, 0.0, 1.0);
- #endif
- #ifndef ADDITIVE
- diffColor.a = max(diffColor.a - fade, 0.0);
- #else
- diffColor.rgb = max(diffColor.rgb - fade, vec3(0.0, 0.0, 0.0));
- #endif
- #endif
- gl_FragColor = vec4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
- }
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