Kelsidavis-WoWee/assets/shaders/m2_particle.frag.glsl

33 lines
915 B
GLSL

#version 450
layout(set = 1, binding = 0) uniform sampler2D uTexture;
layout(push_constant) uniform Push {
vec2 tileCount;
int alphaKey;
} push;
layout(location = 0) in vec4 vColor;
layout(location = 1) in float vTile;
layout(location = 0) out vec4 outColor;
void main() {
vec2 p = gl_PointCoord;
float tile = floor(vTile);
float tx = mod(tile, push.tileCount.x);
float ty = floor(tile / push.tileCount.x);
vec2 uv = (vec2(tx, ty) + p) / push.tileCount;
vec4 texColor = texture(uTexture, uv);
if (push.alphaKey != 0) {
float lum = dot(texColor.rgb, vec3(0.299, 0.587, 0.114));
if (lum < 0.05) discard;
}
// Soft circular falloff for point-sprite edges.
float edge = 1.0 - smoothstep(0.4, 0.5, length(p - 0.5));
float alpha = texColor.a * vColor.a * edge;
vec3 rgb = texColor.rgb * vColor.rgb * alpha;
outColor = vec4(rgb, alpha);
}