particle_system_stack.glslf 7.2 KB

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  1. #version GLSL_VERSION
  2. /*==============================================================================
  3. VARS
  4. ==============================================================================*/
  5. #var PRECISION highp
  6. #var NUM_LIGHTS 0
  7. #var SKY_TEXTURE 0
  8. #var SKY_COLOR 0
  9. #var PROCEDURAL_FOG 0
  10. #var TEXTURE_BLEND_TYPE TEXTURE_BLEND_TYPE_MIX
  11. #var ALPHA 0
  12. #var ALPHA_CLIP 0
  13. #var SOFT_STRENGTH 0.25
  14. #var SOFT_PARTICLES 0
  15. #var NODES 0
  16. #var HALO_PARTICLES 0
  17. #var TEXTURE_COLOR 0
  18. #var USE_ENVIRONMENT_LIGHT 0
  19. #var SKY_STARS 0
  20. #var DISABLE_FOG 0
  21. #var WATER_EFFECTS 0
  22. #var USE_FOG 0
  23. #var PARTICLES_SHADELESS 0
  24. #var USE_TBN_SHADING 0
  25. /*==============================================================================
  26. INCLUDES
  27. ==============================================================================*/
  28. #include <precision_statement.glslf>
  29. #include <std.glsl>
  30. #include <color_util.glslf>
  31. #if SOFT_PARTICLES || NODES
  32. #include <pack.glslf>
  33. #endif
  34. /*==============================================================================
  35. GLOBAL UNIFORMS
  36. ==============================================================================*/
  37. #if !HALO_PARTICLES
  38. # if TEXTURE_COLOR
  39. uniform sampler2D u_sampler;
  40. # endif
  41. uniform float u_environment_energy;
  42. # if NUM_LIGHTS > 0
  43. // light_factors packed in the w componnets
  44. uniform vec4 u_light_positions[NUM_LIGHTS];
  45. uniform vec3 u_light_directions[NUM_LIGHTS];
  46. uniform vec4 u_light_color_intensities[NUM_LIGHTS];
  47. # endif
  48. # if TEXTURE_COLOR
  49. uniform float u_diffuse_color_factor;
  50. # endif
  51. # if USE_ENVIRONMENT_LIGHT && SKY_TEXTURE
  52. uniform samplerCube u_sky_texture;
  53. # elif USE_ENVIRONMENT_LIGHT && SKY_COLOR
  54. uniform vec3 u_horizon_color;
  55. uniform vec3 u_zenith_color;
  56. # endif
  57. /*==============================================================================
  58. MATERIAL UNIFORMS
  59. ==============================================================================*/
  60. uniform vec2 u_diffuse_params;
  61. uniform float u_diffuse_intensity;
  62. uniform float u_emit;
  63. uniform float u_ambient;
  64. uniform vec3 u_specular_color;
  65. uniform vec3 u_specular_params;
  66. #else //!HALO_PARTICLES
  67. uniform float u_halo_size;
  68. uniform vec3 u_halo_rings_color;
  69. uniform float u_halo_hardness;
  70. uniform vec3 u_halo_lines_color;
  71. # if SKY_STARS
  72. uniform vec3 u_sun_intensity;
  73. uniform float u_halo_stars_blend;
  74. uniform float u_halo_stars_height;
  75. # endif
  76. uniform float u_p_alpha_start;
  77. uniform float u_p_alpha_end;
  78. #endif //!HALO_PARTICLES
  79. #if !DISABLE_FOG
  80. uniform vec4 u_fog_color_density;
  81. # if WATER_EFFECTS
  82. uniform vec4 u_underwater_fog_color_density;
  83. uniform float u_cam_water_depth;
  84. # endif
  85. # if PROCEDURAL_FOG
  86. uniform mat4 u_cube_fog;
  87. # endif
  88. # if USE_FOG
  89. uniform vec4 u_fog_params; // intensity, depth, start, height
  90. # endif
  91. #endif
  92. uniform vec4 u_diffuse_color;
  93. #if SOFT_PARTICLES
  94. uniform PRECISION sampler2D u_scene_depth;
  95. uniform float u_view_max_depth;
  96. #endif
  97. /*==============================================================================
  98. SHADER INTERFACE
  99. ==============================================================================*/
  100. #if SOFT_PARTICLES
  101. GLSL_IN vec3 v_tex_pos_clip;
  102. #endif
  103. #if TEXTURE_COLOR || HALO_PARTICLES || USE_NODE_TEX_COORD_UV || USE_NODE_UV_MERGED \
  104. || USE_NODE_UVMAP || USE_NODE_GEOMETRY_UV || USE_NODE_GEOMETRY_OR \
  105. || USE_NODE_TEX_COORD_GE
  106. GLSL_IN vec2 v_texcoord;
  107. #endif
  108. GLSL_IN vec3 v_pos_world;
  109. #if !NODES
  110. # if !HALO_PARTICLES
  111. GLSL_IN float v_alpha;
  112. # endif
  113. GLSL_IN vec3 v_color;
  114. #endif
  115. #if !PARTICLES_SHADELESS || !DISABLE_FOG
  116. GLSL_IN vec3 v_eye_dir;
  117. #endif
  118. #if SOFT_PARTICLES || !DISABLE_FOG || NODES
  119. GLSL_IN vec4 v_pos_view;
  120. #endif
  121. #if HALO_PARTICLES
  122. GLSL_IN float v_vertex_random;
  123. # if SKY_STARS
  124. GLSL_IN vec4 v_position_world;
  125. # endif
  126. #endif
  127. #if USE_TBN_SHADING
  128. GLSL_IN vec3 v_shade_tang;
  129. #endif
  130. //------------------------------------------------------------------------------
  131. GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR;
  132. /*==============================================================================
  133. FUNCTIONS
  134. ==============================================================================*/
  135. #include <lighting_nodes.glslf>
  136. #if !DISABLE_FOG
  137. #include <fog.glslf>
  138. #endif
  139. #if !HALO_PARTICLES
  140. #include <environment.glslf>
  141. #endif
  142. #if HALO_PARTICLES
  143. #include <halo_color.glslf>
  144. #endif
  145. /*==============================================================================
  146. MAIN
  147. ==============================================================================*/
  148. void main(void) {
  149. # if !PARTICLES_SHADELESS || !DISABLE_FOG
  150. vec3 eye_dir = normalize(v_eye_dir);
  151. # endif
  152. # if HALO_PARTICLES
  153. vec4 frag_color = halo_color();
  154. vec3 color = frag_color.rgb * v_color;
  155. float diam = 0.9 * length(v_texcoord);
  156. float transp = smoothstep(u_p_alpha_start, u_p_alpha_end, diam);
  157. float alpha = frag_color.a * (1.0 - transp);
  158. # else // HALO_PARTICLES
  159. vec4 diffuse_color = u_diffuse_color;
  160. # if TEXTURE_COLOR
  161. vec4 texture_color = GLSL_TEXTURE(u_sampler, v_texcoord);
  162. srgb_to_lin(texture_color.rgb);
  163. # if TEXTURE_BLEND_TYPE == TEXTURE_BLEND_TYPE_MIX
  164. diffuse_color.rgb = mix(diffuse_color.rgb, texture_color.rgb, u_diffuse_color_factor);
  165. # elif TEXTURE_BLEND_TYPE == TEXTURE_BLEND_TYPE_MULTIPLY
  166. diffuse_color.rgb *= mix(vec3(1.0), texture_color.rgb, u_diffuse_color_factor);
  167. # endif
  168. diffuse_color.a = texture_color.a;
  169. # endif // TEXTURE_COLOR
  170. diffuse_color.rgb *= v_color;
  171. # if !PARTICLES_SHADELESS
  172. vec3 D = u_diffuse_intensity * diffuse_color.rgb;
  173. vec3 E = u_emit * diffuse_color.rgb;
  174. vec3 normal = vec3(0.0, 0.0, 1.0);
  175. # if USE_ENVIRONMENT_LIGHT && !SKY_TEXTURE && SKY_COLOR
  176. vec3 environment_color = u_environment_energy * get_environment_color(vec3(0.0));
  177. # else
  178. vec3 environment_color = u_environment_energy * get_environment_color(normal);
  179. # endif
  180. vec3 A = u_ambient * environment_color;
  181. float specint = u_specular_params[0];
  182. vec2 spec_params = vec2(u_specular_params[1], u_specular_params[2]);
  183. vec3 S = specint * u_specular_color;
  184. vec3 color;
  185. vec3 specular;
  186. nodes_lighting(E, A, D, S, v_pos_world, normal, eye_dir, spec_params,
  187. u_diffuse_params, vec4(1.0), 0.0, vec4(0.0), color, specular);
  188. # else // !PARTICLES_SHADELESS
  189. vec3 color = diffuse_color.rgb;
  190. # endif // !PARTICLES_SHADELESS
  191. float alpha = diffuse_color.a * v_alpha;
  192. #endif // HALO_PARTICLES
  193. #if ALPHA
  194. # if ALPHA_CLIP
  195. if (alpha < 0.5)
  196. discard;
  197. alpha = 1.0; // prevent blending with html content
  198. # endif // ALPHA CLIP
  199. #else // ALPHA
  200. alpha = 1.0;
  201. #endif // ALPHA
  202. #if !DISABLE_FOG
  203. fog(color, length(v_pos_view), eye_dir, 1.0);
  204. #endif
  205. #if SOFT_PARTICLES
  206. float view_depth = -v_pos_view.z / u_view_max_depth;
  207. vec4 scene_depth_rgba = GLSL_TEXTURE_PROJ(u_scene_depth, v_tex_pos_clip);
  208. float scene_depth = unpack_float(scene_depth_rgba);
  209. float delta = scene_depth - view_depth;
  210. float depth_diff = u_view_max_depth / SOFT_STRENGTH * delta;
  211. alpha = alpha * min(depth_diff, 1.0);
  212. #endif
  213. lin_to_srgb(color);
  214. #if ALPHA && !ALPHA_CLIP
  215. premultiply_alpha(color, alpha);
  216. #endif
  217. GLSL_OUT_FRAG_COLOR = vec4(color, alpha);
  218. }