particle_system.glslf 6.1 KB

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  1. #version GLSL_VERSION
  2. /*==============================================================================
  3. VARS
  4. ==============================================================================*/
  5. #var NUM_VALUES 0
  6. #var NUM_RGBS 0
  7. #var PRECISION highp
  8. #var NUM_LAMP_LIGHTS 0
  9. #var NUM_LIGHTS 0
  10. #var PROCEDURAL_FOG 0
  11. #var SKY_TEXTURE 0
  12. #var NORMAL_TEXCOORD 0
  13. #var USE_VIEW_TSR 0
  14. #var USE_VIEW_TSR_INVERSE 0
  15. #var USE_MODEL_TSR 0
  16. #var USE_MODEL_TSR_INVERSE 0
  17. #var ALPHA 0
  18. #var ALPHA_CLIP 0
  19. #var SOFT_STRENGTH 0.25
  20. #var SOFT_PARTICLES 0
  21. #var NODES 0
  22. #var DISABLE_FOG 0
  23. #var WATER_EFFECTS 0
  24. #var USE_FOG 0
  25. #var USE_ENVIRONMENT_LIGHT 0
  26. #var SKY_COLOR 0
  27. #var REFLECTION_TYPE REFL_NONE
  28. #var TEXTURE_NORM_CO TEXTURE_COORDS_NONE
  29. #var CALC_TBN_SPACE 0
  30. #var USE_TBN_SHADING 0
  31. #var TEXTURE_COLOR 0
  32. #var CAMERA_TYPE CAM_TYPE_PERSP
  33. #var USE_POSITION_CLIP 0
  34. #var USE_DERIVATIVES_EXT 0
  35. # if USE_DERIVATIVES_EXT
  36. #extension GL_OES_standard_derivatives: enable
  37. # endif
  38. /*==============================================================================
  39. INCLUDES
  40. ==============================================================================*/
  41. #include <precision_statement.glslf>
  42. #include <std.glsl>
  43. #include <color_util.glslf>
  44. #if SOFT_PARTICLES || NODES
  45. #include <pack.glslf>
  46. #endif
  47. /*==============================================================================
  48. GLOBAL UNIFORMS
  49. ==============================================================================*/
  50. uniform float u_environment_energy;
  51. #if NUM_LIGHTS > 0
  52. // light_factors packed in the w componnets
  53. uniform vec4 u_light_positions[NUM_LIGHTS];
  54. uniform vec3 u_light_directions[NUM_LIGHTS];
  55. uniform vec4 u_light_color_intensities[NUM_LIGHTS];
  56. #endif
  57. #if !DISABLE_FOG
  58. uniform vec4 u_fog_color_density;
  59. # if WATER_EFFECTS
  60. uniform vec4 u_underwater_fog_color_density;
  61. uniform float u_cam_water_depth;
  62. # endif
  63. # if PROCEDURAL_FOG
  64. uniform mat4 u_cube_fog;
  65. # endif
  66. # if USE_FOG
  67. uniform vec4 u_fog_params; // intensity, depth, start, height
  68. # endif
  69. #endif
  70. #if USE_ENVIRONMENT_LIGHT && SKY_TEXTURE
  71. uniform samplerCube u_sky_texture;
  72. #elif USE_ENVIRONMENT_LIGHT && SKY_COLOR
  73. uniform vec3 u_horizon_color;
  74. uniform vec3 u_zenith_color;
  75. #endif
  76. /*==============================================================================
  77. MATERIAL UNIFORMS
  78. ==============================================================================*/
  79. uniform float u_emit;
  80. uniform float u_ambient;
  81. uniform float u_time;
  82. uniform vec3 u_camera_eye_frag;
  83. #if (USE_NODE_FRESNEL || USE_NODE_LAYER_WEIGHT) && CAMERA_TYPE == CAM_TYPE_ORTHO
  84. uniform vec3 u_camera_direction;
  85. #endif
  86. #if USE_NODE_LAMP
  87. uniform vec3 u_lamp_light_positions[NUM_LAMP_LIGHTS];
  88. uniform vec3 u_lamp_light_directions[NUM_LAMP_LIGHTS];
  89. uniform vec3 u_lamp_light_color_intensities[NUM_LAMP_LIGHTS];
  90. #endif
  91. #if USE_NODE_VALUE
  92. uniform float u_node_values[NUM_VALUES];
  93. #endif
  94. #if USE_NODE_RGB
  95. uniform vec3 u_node_rgbs[NUM_RGBS];
  96. #endif
  97. #if NORMAL_TEXCOORD || REFLECTION_TYPE == REFL_PLANE || USE_VIEW_TSR
  98. uniform mat3 u_view_tsr_frag;
  99. #endif
  100. #if USE_VIEW_TSR_INVERSE
  101. uniform mat3 u_view_tsr_inverse;
  102. #endif
  103. #if USE_MODEL_TSR
  104. // it's always dynamic object
  105. uniform mat3 u_model_tsr;
  106. #endif
  107. #if USE_MODEL_TSR_INVERSE
  108. uniform mat3 u_model_tsr_inverse;
  109. #endif
  110. #if SOFT_PARTICLES
  111. uniform PRECISION sampler2D u_scene_depth;
  112. uniform float u_view_max_depth;
  113. #endif
  114. #if USE_NODE_CURVE_VEC || USE_NODE_CURVE_RGB || USE_NODE_VALTORGB
  115. uniform sampler2D u_nodes_texture;
  116. #endif
  117. #if USE_NODE_OBJECT_INFO
  118. uniform vec3 u_obj_info;
  119. #endif
  120. /*==============================================================================
  121. SHADER INTERFACE
  122. ==============================================================================*/
  123. #if TEXTURE_NORM_CO != TEXTURE_COORDS_NONE || CALC_TBN_SPACE || USE_TBN_SHADING
  124. GLSL_IN vec4 v_tangent;
  125. #endif
  126. #if SOFT_PARTICLES || USE_POSITION_CLIP
  127. GLSL_IN vec3 v_tex_pos_clip;
  128. #endif
  129. #if TEXTURE_COLOR || USE_NODE_TEX_COORD_UV || USE_NODE_UV_MERGED || USE_NODE_UVMAP \
  130. || USE_NODE_GEOMETRY_UV || USE_NODE_GEOMETRY_OR || USE_NODE_TEX_COORD_GE
  131. GLSL_IN vec2 v_texcoord;
  132. #endif
  133. GLSL_IN vec3 v_pos_world;
  134. #if SOFT_PARTICLES || !DISABLE_FOG || NODES
  135. GLSL_IN vec4 v_pos_view;
  136. #endif
  137. GLSL_IN vec3 v_normal;
  138. //------------------------------------------------------------------------------
  139. GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR;
  140. /*==============================================================================
  141. FUNCTIONS
  142. ==============================================================================*/
  143. #if !DISABLE_FOG
  144. #include <fog.glslf>
  145. #endif
  146. #include <math.glslv>
  147. #include <particles_nodes.glslf>
  148. /*==============================================================================
  149. MAIN
  150. ==============================================================================*/
  151. void main(void) {
  152. vec3 eye_dir = normalize(u_camera_eye_frag - v_pos_world);
  153. vec3 nout_color;
  154. vec3 nout_specular_color;
  155. vec3 nout_normal;
  156. vec4 nout_shadow_factor;
  157. float nout_alpha;
  158. nodes_main(eye_dir,
  159. nout_color,
  160. nout_specular_color,
  161. nout_normal,
  162. nout_shadow_factor,
  163. nout_alpha);
  164. vec3 color = nout_color;
  165. float alpha = nout_alpha;
  166. #if ALPHA
  167. # if ALPHA_CLIP
  168. if (alpha < 0.5)
  169. discard;
  170. alpha = 1.0; // prevent blending with html content
  171. # else
  172. alpha = min(1.0, alpha);
  173. # endif // ALPHA CLIP
  174. #else // ALPHA
  175. alpha = 1.0;
  176. #endif // ALPHA
  177. #if !DISABLE_FOG
  178. fog(color, length(v_pos_view), eye_dir, 1.0);
  179. #endif
  180. #if SOFT_PARTICLES
  181. float view_depth = -v_pos_view.z / u_view_max_depth;
  182. vec4 scene_depth_rgba = GLSL_TEXTURE_PROJ(u_scene_depth, v_tex_pos_clip);
  183. float scene_depth = unpack_float(scene_depth_rgba);
  184. float delta = scene_depth - view_depth;
  185. float depth_diff = u_view_max_depth / SOFT_STRENGTH * delta;
  186. alpha = alpha * min(depth_diff, 1.0);
  187. #endif
  188. lin_to_srgb(color);
  189. #if ALPHA && !ALPHA_CLIP
  190. premultiply_alpha(color, alpha);
  191. #endif
  192. GLSL_OUT_FRAG_COLOR = vec4(color, alpha);
  193. }