Renderer/assets/Shaders/entities/particle/particle.fs
austin 7558f20f60
Some checks failed
studiorailgun/Renderer/pipeline/head There was a failure building this commit
work on repairing particle system
2025-06-04 22:38:53 -04:00

76 lines
1.6 KiB
GLSL

#version 450 core
#extension GL_ARB_shading_language_include : require
#include "../../lib/lights.fs"
#include "../../lib/material.fs"
#include "../../lib/standarduniform.fs"
//foliage.fs
layout (location = 0) out vec4 accum;
layout (location = 1) out float reveal;
in vec3 FragPos;
in vec3 ViewFragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 FragPosLightSpace;
in vec4 instanceColor;
uniform dvec3 viewPos;
uniform Material material;
uniform mat4 view;
/**
The output
*/
out vec4 FragColor;
// function prototypes
float easeIn(float interpolator);
float easeOut(float interpolator);
void main(){
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(vec3(viewPos) - FragPos);
//get color of base texture
vec4 textureColor = texture(material.diffuse,TexCoord) * instanceColor;
//the light level
vec3 light = getTotalLight(
material,
TexCoord,
vec3(viewPos.xyz),
FragPosLightSpace,
ViewFragPos,
FragPos,
norm,
viewDir
);
//calculate final color
vec4 finalColor = textureColor.rgba * vec4(light,1.0);
//calculate weight function
float weight = clamp(pow(min(1.0, finalColor.a * 10.0) + 0.01, 3.0) * 1e3 *
pow(1.0 - gl_FragCoord.z * 0.9, 3.0), 1e-2, 3e3);
//emit colors
accum = vec4(finalColor.rgb * finalColor.a, finalColor.a) * weight;
// accum = finalColor * weight;
reveal = finalColor.a;
}
float easeIn(float interpolator){
return interpolator * interpolator;
}
float easeOut(float interpolator){
return 1 - easeIn(1 - interpolator);
}