mirror of
https://git.stillkill.net/MinecraftLeak/MinecraftLegends.git
synced 2026-10-22 05:22:18 +01:00
79 lines
2.5 KiB
Plaintext
79 lines
2.5 KiB
Plaintext
// __multiversion__
|
|
// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
|
|
|
|
#include "shaders/vertexVersionSimple.h"
|
|
|
|
precision highp float;
|
|
|
|
#include "shaders/uniformWorldConstants.h"
|
|
#include "shaders/uniformWeatherConstants.h"
|
|
#include "shaders/uniformPerFrameConstants.h"
|
|
|
|
attribute mediump vec4 POSITION;
|
|
attribute vec2 TEXCOORD_0;
|
|
attribute vec4 COLOR;
|
|
|
|
varying vec2 uv;
|
|
varying vec4 color;
|
|
varying vec4 worldPosition;
|
|
varying vec4 fogColor;
|
|
|
|
void main()
|
|
{
|
|
float spriteSelector = COLOR.x*255.0;
|
|
uv = UV_INFO.xy + (TEXCOORD_0 * UV_INFO.zw);
|
|
#ifndef NO_VARIETY
|
|
uv.x += spriteSelector * UV_INFO.z;
|
|
#endif
|
|
|
|
vec3 pos = POSITION.xyz;
|
|
|
|
// subtract the offset then fmod into (0.0f, PARTICLE_BOX)
|
|
pos.xyz += POSITION_OFFSET.xyz;
|
|
pos.xyz = mod(pos.xyz, PARTICLE_BOX.xyz);
|
|
|
|
// centre box on origin
|
|
pos.xyz -= PARTICLE_BOX.xyz * 0.5;
|
|
|
|
// push along view vector so box is positioned more infront of camera
|
|
pos.xyz += FORWARD.xyz;
|
|
|
|
// get world position
|
|
vec4 worldPositionBottom = vec4(pos.xyz, 1.0);
|
|
vec4 worldPositionTop = vec4(worldPositionBottom.xyz + (VELOCITY.xyz * SIZE_SCALE.y), 1.0);
|
|
|
|
// get projected positions of top and bottom of particle, and top of particle in previous frame
|
|
vec4 bottom = WORLDVIEWPROJ * worldPositionBottom;
|
|
vec4 top = WORLDVIEWPROJ * worldPositionTop;
|
|
|
|
// get 2d vector in screenspace between top and bottom of particle
|
|
vec2 dir = normalize((top.xy/top.w) - (bottom.xy/bottom.w));
|
|
|
|
// get 2d vector perpendicular to velocity
|
|
vec2 dirPerp = normalize(vec2(-dir.y, dir.x));
|
|
|
|
// choose either the top or bottom projected position using uv.y
|
|
gl_Position = mix(top, bottom, TEXCOORD_0.y);
|
|
|
|
// offset the position of each side of the particle using uv.x
|
|
gl_Position.xy += (0.5 - TEXCOORD_0.x) * dirPerp * SIZE_SCALE.x;
|
|
|
|
color = ALPHA.rgba;
|
|
|
|
#if defined(COMFORT_MODE) && defined(VR_MODE)
|
|
if (gl_Position.z < 2.0) {
|
|
color.a = clamp((gl_Position.z - 1.2)/0.8, 0.0, 1.0);
|
|
}
|
|
#endif
|
|
|
|
//fog
|
|
fogColor.rgb = FOG_COLOR.rgb;
|
|
fogColor.a = clamp(((bottom.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
|
|
|
|
worldPositionBottom.xz *= 1.0 / 64.0; // Scale by 1/TextureDimensions to get values between
|
|
worldPositionBottom.xz += 0.5; // Offset so that center of view is in the center of occlusion texture
|
|
worldPositionBottom.y += VIEW_POSITION.y - 0.5;
|
|
worldPositionBottom.y *= 1.0/255.0;
|
|
worldPosition = worldPositionBottom;
|
|
}
|