Torque3D/Templates/Empty/game/shaders/common/gl/particlesP.glsl
2014-11-30 23:00:18 +01:00

113 lines
3.6 KiB
GLSL

//-----------------------------------------------------------------------------
// 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 ) );
}