procedural-3d-engine/data/shaders/particlefire/particle.frag
sjfricke 7e15234145 cleaned up particlefire example
really dug into example to learn and just _leaving the example better then I found it_ but cleaning up some unused values and swizzle redudency in shaders. Tested on desktop and android
2018-05-06 23:27:41 -05:00

45 lines
No EOL
1.1 KiB
GLSL

#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;
}