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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D samplerSmoke;
- layout (binding = 2) uniform sampler2D samplerFire;
-
- layout (location = 0) in vec4 inColor;
- layout (location = 1) in float inAlpha;
- layout (location = 2) in flat int inType;
- layout (location = 3) in float inRotation;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main ()
- {
- vec4 color;
- float alpha = (inAlpha <= 1.0) ? inAlpha : 2.0 - inAlpha;
-
- // Rotate texture coordinates
- // Rotate UV
- float rotCenter = 0.5;
- float rotCos = cos(inRotation);
- float rotSin = sin(inRotation);
- vec2 rotUV = vec2(
- rotCos * (gl_PointCoord.x - rotCenter) + rotSin * (gl_PointCoord.y - rotCenter) + rotCenter,
- rotCos * (gl_PointCoord.y - rotCenter) - rotSin * (gl_PointCoord.x - rotCenter) + rotCenter);
-
-
- if (inType == 0)
- {
- // Flame
- color = texture(samplerFire, rotUV);
- outFragColor.a = 0.0;
- }
- else
- {
- // Smoke
- color = texture(samplerSmoke, rotUV);
- outFragColor.a = color.a * alpha;
- }
-
- outFragColor.rgb = color.rgb * inColor.rgb * alpha;
- }
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