stk-code_catmod/data/shaders/simple_particle.vert
Benau 45957af6f8 Remove !sRGB in shader which is always true now
Also don't use tonemap in RTT
2018-01-22 12:54:39 +08:00

71 lines
1.8 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
flat out float billboard_mix;
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);
billboard_mix = 0.0;
return;
}
float lifetime = color_lifetime.w;
float alpha = mix(smoothstep(1.0, 0.8, lifetime), lifetime, billboard);
billboard_mix = billboard;
vec4 particle_color = vec4(color_lifetime.zyx, 1.0) * alpha;
tc = Texcoord;
#if !defined(Advanced_Lighting_Enabled)
particle_color.rgb = pow(particle_color.rgb, vec3(1.0 / 2.2));
#endif
pc = particle_color;
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(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(size * quadcorner, 0.0, 0.0);
}
gl_Position = u_projection_matrix * viewpos;
}