//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "torque.glsl" #include "hlslCompat.glsl" // With advanced lighting we get soft particles. #ifdef TORQUE_LINEAR_DEPTH #define SOFTPARTICLES #endif #ifdef SOFTPARTICLES #include "shadergen:/autogenConditioners.h" uniform float oneOverSoftness; uniform float oneOverFar; uniform sampler2D prepassTex; //uniform vec3 vEye; uniform vec4 prePassTargetParams; #endif #define CLIP_Z // TODO: Make this a proper macro in vec4 color; in vec2 uv0; in vec4 pos; #define IN_color color #define IN_uv0 uv0 #define IN_pos pos uniform sampler2D diffuseMap; uniform sampler2D paraboloidLightMap; vec4 lmSample( vec3 nrm ) { bool calcBack = (nrm.z < 0.0); if ( calcBack ) nrm.z = nrm.z * -1.0; vec2 lmCoord; lmCoord.x = (nrm.x / (2*(1 + nrm.z))) + 0.5; lmCoord.y = 1-((nrm.y / (2*(1 + nrm.z))) + 0.5); // If this is the back, offset in the atlas if ( calcBack ) lmCoord.x += 1.0; // Atlasing front and back maps, so scale lmCoord.x *= 0.5; return texture(paraboloidLightMap, lmCoord); } uniform float alphaFactor; uniform float alphaScale; out vec4 OUT_col; void main() { float softBlend = 1; #ifdef SOFTPARTICLES vec2 tc = IN_pos.xy * vec2(1.0, -1.0) / IN_pos.w; tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), prePassTargetParams); float sceneDepth = prepassUncondition( prepassTex, tc ).w; float depth = IN_pos.w * oneOverFar; float diff = sceneDepth - depth; #ifdef CLIP_Z // If drawing offscreen, this acts as the depth test, since we don't line up with the z-buffer // When drawing high-res, though, we want to be able to take advantage of hi-z // so this is #ifdef'd out //clip(diff); #endif softBlend = saturate( diff * oneOverSoftness ); #endif vec4 diffuse = texture( diffuseMap, IN_uv0 ); //OUT_col = vec4( lmSample(vec3(0, 0, -1)).rgb, IN_color.a * diffuse.a * softBlend * alphaScale); // Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha) vec3 colorScale = ( alphaFactor < 0.0 ? IN_color.rgb * diffuse.rgb : vec3( alphaFactor > 0.0 ? IN_color.a * diffuse.a * alphaFactor * softBlend : softBlend ) ); OUT_col = hdrEncode( vec4( IN_color.rgb * diffuse.rgb * colorScale, IN_color.a * diffuse.a * softBlend * alphaScale ) ); }