93 lines
2.5 KiB
GLSL
93 lines
2.5 KiB
GLSL
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#include "common_particles.h"
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in vec3 v_Rotation;
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in vec4 v_Color;
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in vec4 gl_Position;
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#if THICKFORMAT
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in vec4 v_VelocityLifetime;
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#endif
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#if SPRITESHEET
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out vec4 v_TexCoord;
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out float v_TexCoordBlend;
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#else
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out vec2 v_TexCoord;
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#endif
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#if REFRACT
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out vec3 v_ScreenCoord;
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out vec4 v_ScreenTangents;
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#endif
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out vec4 v_Color;
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out vec4 gl_Position;
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#if FOG_DIST || FOG_HEIGHT
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uniform mat4 g_ModelMatrix;
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out vec4 v_ViewDir;
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#endif
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#if SPRITESHEET
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PS_INPUT CreateParticleVertex(vec2 sprite, float blend, mat3 mRotation, vec4 uvs, float textureRatio, in VS_OUTPUT IN, vec3 right, vec3 up)
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#else
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PS_INPUT CreateParticleVertex(vec2 sprite, float blend, mat3 mRotation, vec2 uvs, float textureRatio, in VS_OUTPUT IN, vec3 right, vec3 up)
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#endif
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{
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PS_INPUT v;
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vec3 position = ComputeParticlePosition(sprite, textureRatio, IN.gl_Position, right, up);
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v.gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
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v.v_TexCoord = uvs;
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v.v_Color = IN.v_Color;
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#if SPRITESHEET
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v.v_TexCoordBlend = blend;
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#endif
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#if REFRACT
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ComputeScreenRefractionTangents(v.gl_Position.xyw, mRotation, v.v_ScreenCoord, v.v_ScreenTangents);
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#endif
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#if FOG_DIST || FOG_HEIGHT
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vec3 worldPos = mul(vec4(position, 1.0), g_ModelMatrix).xyz;
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v.v_ViewDir.xyz = g_EyePosition - worldPos.xyz;
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v.v_ViewDir.w = worldPos.y;
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#endif
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return v;
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}
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[maxvertexcount(4)]
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void main() {
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vec3 uvOffsets = vec3(1, 1, 0);
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float spriteBlend = 0.0;
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#if SPRITESHEET
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float textureRatio = g_RenderVar1.w;
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vec4 uvs;
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ComputeSpriteFrame(IN[0].v_VelocityLifetime.w, uvs, uvOffsets.xy, spriteBlend);
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#else
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vec2 uvs = vec2(0, 0);
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float textureRatio = g_Texture0Resolution.y / g_Texture0Resolution.x;
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#endif
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// Compute tangent vectors
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vec3 right, up;
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mat3 mRotation;
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#if TRAILRENDERER
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mRotation = CAST3X3(1.0);
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ComputeParticleTrailTangents(IN[0].gl_Position, IN[0].v_VelocityLifetime.xyz, right, up);
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#else
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ComputeParticleTangents(IN[0].v_Rotation, mRotation, right, up);
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#endif
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OUT.Append(CreateParticleVertex(vec2(0, 0), spriteBlend, mRotation, uvs, textureRatio, IN[0], right, up));
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OUT.Append(CreateParticleVertex(vec2(0, 1), spriteBlend, mRotation, uvs + uvOffsets.zyzy, textureRatio, IN[0], right, up));
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OUT.Append(CreateParticleVertex(vec2(1, 0), spriteBlend, mRotation, uvs + uvOffsets.xzxz, textureRatio, IN[0], right, up));
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OUT.Append(CreateParticleVertex(vec2(1, 1), spriteBlend, mRotation, uvs + uvOffsets.xyxy, textureRatio, IN[0], right, up));
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}
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