particle_lineGlow_base.shader 4.6 KB

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  1. shader_type spatial;
  2. render_mode blend_mix,depth_draw_alpha_prepass,cull_back,unshaded;
  3. uniform float iTime;
  4. uniform vec4 col_a:
  5. hint_color;
  6. uniform vec3 cam_pos;
  7. // how it work: lighting hapens in 2d-UV space, vertex coordinates calculated in fake-view-projection logic
  8. // rotationfixed to be face-camera, to see bilboard mode uncomment mtx= line in VERTEX function
  9. vec3 my_normalize3(vec3 v) {
  10. float len = length(v);
  11. vec3 ret=vec3(0.);
  12. if(len==0.0)ret= vec3(1.0,0.0,0.0);
  13. else ret= v/len;
  14. return ret;
  15. }
  16. //both should work
  17. /*
  18. mat4 lookAt(vec3 target, vec3 eye, vec3 up) {
  19. vec3 zAxis = my_normalize3(target - eye);
  20. vec3 xAxis = my_normalize3(cross(up, zAxis));
  21. vec3 yAxis = cross(zAxis, xAxis);
  22. return mat4(
  23. vec4(xAxis, 0),
  24. vec4(yAxis, 0),
  25. vec4(zAxis, 0),
  26. vec4(-dot(xAxis, eye), -dot(yAxis, eye), -dot(zAxis, eye), 1));
  27. }
  28. */
  29. mat4 lookAt(vec3 from, vec3 to, vec3 tup) {
  30. vec3 forward = my_normalize3(from - to);
  31. if (length(forward.xz) <= 0.001) forward.x = 0.001;
  32. vec3 right = cross(normalize(tup), forward);
  33. right = my_normalize3(right);
  34. vec3 up = cross(forward, right);
  35. mat4 camToWorld = mat4(1.);
  36. camToWorld[0].xyz = right.xyz;
  37. camToWorld[1].xyz = up.xyz;
  38. camToWorld[2].xyz = forward.xyz;
  39. camToWorld[3].xyz = from.xyz;
  40. return camToWorld;
  41. }
  42. varying mat4 mtx;
  43. void vertex() {
  44. // bilboard project
  45. //mtx = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);
  46. // lookAt project, comment/uncomment
  47. mtx=lookAt(cam_pos,WORLD_MATRIX[3].xyz,vec3(0.,1.,0.));
  48. mtx[3].xyz=WORLD_MATRIX[3].xyz;
  49. MODELVIEW_MATRIX=INV_CAMERA_MATRIX*mtx;
  50. }
  51. float line( vec2 a, vec2 b, vec2 p)
  52. {
  53. vec2 aTob = b - a;
  54. vec2 aTop = p - a;
  55. float t = dot( aTop, aTob ) / dot( aTob, aTob);
  56. t = clamp( t, 0.0, 1.0);
  57. float d = length( p - (a + aTob * t) );
  58. d = (0.025) / max(d,0.001);
  59. d = pow(d, 7.0);
  60. return clamp( d, 0., 1.0 );
  61. }
  62. mat4 perspectiveMatrix(float fovYInRad, float aspectRatio)
  63. {
  64. float yScale = 1.0/tan(fovYInRad / 2.0);
  65. float xScale = yScale / aspectRatio;
  66. float zf = 100.0;
  67. float zn = 0.3;
  68. float z1 = zf/(zf-zn);
  69. float z2 = -zn*zf/(zf-zn);
  70. mat4 result = mat4(vec4(xScale, 0.0, 0.0, 0.0),
  71. vec4(0.0, yScale, 0.0, 0.0),
  72. vec4(0.0, 0.0, z1, z2),
  73. vec4(0.0, 0.0, -1.0, 0.0));
  74. return result;
  75. }
  76. mat4 translationMatrix(vec3 pos)
  77. {
  78. mat4 result =
  79. mat4(vec4(1.0, 0.0, 0.0, 0.0),
  80. vec4(0.0, 1.0, 0.0, 0.0),
  81. vec4(0.0, 0.0, 1.0, 0.0),
  82. vec4(pos.x, pos.y, pos.z, 1.0));
  83. return result;
  84. }
  85. void process_verts( out vec4 fragColor, in vec2 p,vec3 vtx, vec3 icol)
  86. {
  87. vec2 uv = p * 2.0 - 1.0;
  88. vec2 ouv=uv;
  89. uv.y=-uv.y;
  90. vec3 ccol=clamp(icol,0.,1.);
  91. uv *= 5.0;
  92. const float fovYInRad = (45.0/180.0) * 3.14159;
  93. const float vs = 10.0;
  94. vec4 verts [2];
  95. verts[0] = vec4( vs-(vs/4.)*8., 0., 0., 1.0 );
  96. verts[1] = vec4( vs-(vs/4.)*0., 0., 0., 1.0 );
  97. float moveX=0.;
  98. float moveY=0.;
  99. float moveZ=60.;
  100. vec3 pos = vec3( moveX, moveY, moveZ);
  101. //pos=pos-vtx*5.; //bad perspective fix
  102. mat4 tmtx=mtx;
  103. tmtx[3].xyz=vec3(0.);
  104. mat4 worldMat = translationMatrix(pos) *inverse(tmtx);
  105. mat4 perspective = perspectiveMatrix(fovYInRad, 1.);
  106. mat4 mvp = perspective * worldMat;
  107. float t = 0.0;
  108. for(int i = 0; i < 1; ++i)
  109. {
  110. vec4 startWorldVert = mvp * verts[i];
  111. vec4 endWorldVert;
  112. endWorldVert = mvp * verts[i + 1];
  113. if((startWorldVert.w<=-1.001)&&(endWorldVert.w<=-1.001)) {
  114. vec2 sp = startWorldVert.xy / startWorldVert.w;
  115. vec2 ep = endWorldVert.xy / endWorldVert.w;
  116. t = max(t,line( sp, ep, uv));
  117. }
  118. }
  119. vec3 fc = vec3( 0.0 );
  120. fc += icol* pow(t, 0.2);
  121. float a=(1.-dot(ouv*0.5,ouv*0.5))*(1.-smoothstep(0.7,1.,length(ouv)));
  122. fc*=a;
  123. fragColor = vec4( fc, clamp(pow(t, 0.2),0.,1.)*a );
  124. }
  125. // WARNING this shader trigger Nvidia bugs read https://github.com/godotengine/godot/issues/41109
  126. // one more Nvidia bug/crash by this shader https://github.com/godotengine/godot/issues/41742
  127. void fragment() {
  128. vec4 col=vec4(0.);
  129. //in particles instead of mtx[3].xyz-cam_pos can be used VERTEX
  130. process_verts(col,UV,mtx[3].xyz-cam_pos, col_a.rgb*3.);
  131. float fade_distance=length(mtx[3].xyz-cam_pos);//float fade_distance=VERTEX.z;
  132. float fade=clamp(smoothstep(0.25,.5,fade_distance),0.0,1.0);
  133. ALBEDO = max(col.rgb,col_a.rgb*3.)*fade;
  134. ALPHA=col.a;
  135. }