93 lines
2.8 KiB
Plaintext
93 lines
2.8 KiB
Plaintext
// __multiversion__
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// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
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// To use centroid sampling we need to have version 300 es shaders, which requires changing:
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// attribute to in
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// varying to out when in vertex shaders or in when in fragment shaders
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// defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor
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// texture2D to texture
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#if __VERSION__ >= 300
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#define attribute in
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#define varying out
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#else
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#endif
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precision highp float;
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uniform MAT4 WORLDVIEWPROJ;
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uniform vec4 POSITION_OFFSET;
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uniform vec4 VELOCITY;
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uniform vec4 ALPHA;
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uniform vec4 VIEW_POSITION;
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uniform vec4 SIZE_SCALE;
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uniform vec4 LIGHTING;
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uniform vec4 FORWARD;
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uniform vec4 UV_INFO;
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uniform vec4 PARTICLE_BOX;
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uniform vec4 FOG_COLOR;
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uniform vec2 FOG_CONTROL;
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uniform float RENDER_DISTANCE;
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attribute mediump vec4 POSITION;
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attribute vec2 TEXCOORD_0;
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attribute vec4 COLOR;
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varying vec2 uv;
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varying vec4 color;
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varying vec4 worldPosition;
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varying vec4 fogColor;
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void main()
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{
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float spriteSelector = COLOR.x*255.0;
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uv = UV_INFO.xy + (TEXCOORD_0 * UV_INFO.zw);
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uv.x += spriteSelector * UV_INFO.z;
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vec3 pos = POSITION.xyz;
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// subtract the offset then fmod into (0.0f, PARTICLE_BOX)
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pos.xyz += POSITION_OFFSET.xyz;
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pos.xyz = mod(pos.xyz, PARTICLE_BOX.xyz);
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// centre box on origin
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pos.xyz -= PARTICLE_BOX.xyz * 0.5;
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// push along view vector so box is positioned more infront of camera
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pos.xyz += FORWARD.xyz;
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// get world position
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vec4 worldPositionBottom = vec4(pos.xyz, 1.0);
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vec4 worldPositionTop = vec4(worldPositionBottom.xyz + (VELOCITY.xyz * SIZE_SCALE.y), 1.0);
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// get projected positions of top and bottom of particle, and top of particle in previous frame
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vec4 bottom = WORLDVIEWPROJ * worldPositionBottom;
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vec4 top = WORLDVIEWPROJ * worldPositionTop;
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// get 2d vector in screenspace between top and bottom of particle
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vec2 dir = normalize((top.xy/top.w) - (bottom.xy/bottom.w));
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// get 2d vector perpendicular to velocity
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vec2 dirPerp = normalize(vec2(-dir.y, dir.x));
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// choose either the top or bottom projected position using uv.y
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gl_Position = mix(top, bottom, TEXCOORD_0.y);
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// offset the position of each side of the particle using uv.x
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gl_Position.xy += (0.5 - TEXCOORD_0.x) * dirPerp * SIZE_SCALE.x;
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color = ALPHA.rgba;
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//fog
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fogColor.rgb = FOG_COLOR.rgb;
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fogColor.a = clamp(((bottom.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
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worldPositionBottom.xz *= 1.0 / 64.0; // Scale by 1/TextureDimensions to get values between
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worldPositionBottom.xz += 0.5; // Offset so that center of view is in the center of occlusion texture
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worldPositionBottom.y += VIEW_POSITION.y - 0.5;
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worldPositionBottom.y *= 1.0/255.0;
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worldPosition = worldPositionBottom;
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}
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