103 lines
2.9 KiB
GLSL
103 lines
2.9 KiB
GLSL
#version 450
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layout(set = 0, binding = 0) uniform SceneData
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{
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mat4 view;
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mat4 proj;
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mat4 viewproj;
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} sceneData;
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layout(location = 0) in vec4 v_color;
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layout(location = 1) in vec2 v_uv;
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layout(location = 2) in float v_view_depth;
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layout(location = 3) in float v_seed;
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layout(set = 2, binding = 0) uniform sampler2D gbufPosTex;
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layout(set = 3, binding = 0) uniform sampler2D flipbookTex;
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layout(set = 3, binding = 1) uniform sampler2D noiseTex;
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layout(push_constant) uniform ParticlePush
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{
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vec4 screen; // x=invW, y=invH, z=softDepthDistance, w=timeSeconds
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vec4 flipbook; // x=cols, y=rows, z=fps, w=intensity
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vec4 noise; // x=scale, y=strength, z=scrollX, w=scrollY
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} pc;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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// Soft circular sprite.
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vec2 p = v_uv * 2.0 - 1.0;
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float r = length(p);
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float mask = smoothstep(1.0, 0.0, r);
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vec4 c = v_color;
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c.rgb *= mask;
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c.a *= mask;
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// Flipbook sampling + noise UV distortion (atlas).
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float cols = max(pc.flipbook.x, 1.0);
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float rows = max(pc.flipbook.y, 1.0);
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float frames = cols * rows;
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float fps = max(pc.flipbook.z, 0.0);
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float intensity = max(pc.flipbook.w, 0.0);
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vec2 uv = v_uv;
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float noiseScale = max(pc.noise.x, 0.0);
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float noiseStrength = max(pc.noise.y, 0.0);
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if (noiseScale > 0.0 && noiseStrength > 0.0)
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{
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vec2 nUV = uv * noiseScale + pc.screen.w * pc.noise.zw;
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vec2 n = texture(noiseTex, nUV).rg * 2.0 - 1.0;
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vec2 cell = vec2(1.0 / cols, 1.0 / rows);
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uv = clamp(uv + n * noiseStrength * cell, 0.0, 1.0);
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}
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uint frame = 0u;
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if (frames > 0.5 && fps > 0.0)
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{
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float ff = pc.screen.w * fps + v_seed * frames;
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frame = uint(ff) % uint(frames);
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}
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uint cols_u = uint(cols);
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uint rows_u = uint(rows);
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uint fx = frame % cols_u;
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// Flipbook sheets are usually laid out with row 0 at the top.
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uint fy = (rows_u > 0u) ? (rows_u - 1u - (frame / cols_u)) : 0u;
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vec2 cell = vec2(1.0 / cols, 1.0 / rows);
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vec2 atlas_uv = uv * cell + vec2(float(fx), float(fy)) * cell;
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vec3 flip = texture(flipbookTex, atlas_uv).rgb;
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// BC6H has no alpha; approximate mask from luminance.
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float flip_a = clamp(dot(flip, vec3(0.2126, 0.7152, 0.0722)), 0.0, 1.0);
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c.rgb *= flip * intensity;
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c.a *= flip_a;
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// Soft particles: fade out near opaque geometry intersections.
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float soft = 1.0;
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float softDist = pc.screen.z;
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if (softDist > 0.0)
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{
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vec2 suv = gl_FragCoord.xy * pc.screen.xy;
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vec4 scenePos = texture(gbufPosTex, suv);
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if (scenePos.w > 0.0)
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{
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float sceneDepth = -(sceneData.view * vec4(scenePos.xyz, 1.0)).z;
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float delta = sceneDepth - v_view_depth;
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soft = clamp(delta / softDist, 0.0, 1.0);
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}
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}
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c.rgb *= soft;
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c.a *= soft;
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if (c.a <= 0.001)
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{
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discard;
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}
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outColor = c;
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}
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