stk-code_catmod/data/shaders/alphatest_particle.vert
Benau dcad21b830 Use uniform rendering code for particle rendering
1. Remove pow in shader and do srgb conversion in code

2. Fix setGreen and setBlue order

3. Multiply particle color first like vertex color in the other shaders

4. Fix incorrect smoothstep
2022-09-09 09:41:32 +08:00

63 lines
1.5 KiB
GLSL

uniform int flips;
uniform float billboard;
#ifdef Explicit_Attrib_Location_Usable
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 color_lifetime;
layout(location = 2) in vec2 size;
layout(location = 3) in vec2 Texcoord;
layout(location = 4) in vec2 quadcorner;
layout(location = 6) in float anglespeed;
#else
in vec3 Position;
in vec4 color_lifetime;
in vec2 size;
in vec2 Texcoord;
in vec2 quadcorner;
in float anglespeed;
#endif
out vec2 tc;
out vec4 pc;
void main(void)
{
if (size.x == 0.0 && size.y == 0.0)
{
gl_Position = vec4(0.);
pc = vec4(0.0);
tc = vec2(0.0);
return;
}
float lifetime = size.y;
vec2 particle_size = mix(size.xx, size, billboard);
tc = Texcoord;
pc = color_lifetime.zyxw;
vec4 viewpos = vec4(0.);
if (flips == 1)
{
float angle = lifetime * anglespeed;
float sin_a = sin(mod(angle / 2.0, 6.283185307179586));
float cos_a = cos(mod(angle / 2.0, 6.283185307179586));
vec4 quat = normalize(vec4(vec3(0.0, 1.0, 0.0) * sin_a, cos_a));
vec3 newquadcorner = vec3(particle_size * quadcorner, 0.0);
newquadcorner = newquadcorner + 2.0 * cross(cross(newquadcorner,
quat.xyz) + quat.w * newquadcorner, quat.xyz);
viewpos = u_view_matrix * vec4(Position + newquadcorner, 1.0);
}
else
{
viewpos = u_view_matrix * vec4(Position, 1.0);
viewpos += vec4(particle_size * quadcorner, 0.0, 0.0);
}
gl_Position = u_projection_matrix * viewpos;
}