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#ifdef GPU_TRAIL
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//#define GPU_TRAIL
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// TODO make optional
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render_mode unshaded,world_vertex_coords,cull_disabled;
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uniform sampler2D tex : repeat_enable, source_color, hint_default_white;
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uniform vec2 uv_offset = vec2(0);
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uniform sampler2D color_ramp : repeat_disable, source_color, hint_default_white;
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uniform sampler2D curve : repeat_disable, hint_default_white;
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uniform mat4 emmission_transform = mat4(1);
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uniform int flags = 0;
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/*uniform bool vertical_texture = false;
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uniform bool use_red_as_alpha = false;
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uniform bool billboard = false;
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uniform bool dewiggle = false;
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uniform bool snap_to_transform = false;*/
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#define vertical_texture bool(flags & 1)
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#define use_red_as_alpha bool(flags & 2)
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#define billboard bool(flags & 4)
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#define dewiggle bool(flags & 8)
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#define snap_to_transform bool(flags & 16)
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#define clip_overlaps bool(flags & 32)
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varying float scale_interp;
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varying vec2 clip;
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varying vec2 mesh_uv;
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void missing_parens(){}
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#define PREPARE_TRAIL { \
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mesh_uv = UV; \
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\
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mat4 my_model_matrix = MODEL_MATRIX; \
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if(snap_to_transform && INSTANCE_CUSTOM.w==2.0){ \
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my_model_matrix[1] = emmission_transform * vec4(0,1,0,1); \
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my_model_matrix[2] = emmission_transform * vec4(0,-1,0,1); \
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} \
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\
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if(billboard){ \
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vec3 t0 = my_model_matrix[0].xyz-my_model_matrix[3].xyz; \
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vec3 t1 = my_model_matrix[1].xyz-my_model_matrix[2].xyz; \
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\
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vec3 up0 = length(t0)*normalize( \
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cross( \
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my_model_matrix[3].xyz-INV_VIEW_MATRIX[3].xyz, \
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t0)); \
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vec3 up1 = length(t1)*normalize( \
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cross( \
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my_model_matrix[2].xyz-INV_VIEW_MATRIX[3].xyz, \
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t1)); \
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\
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my_model_matrix[0] = my_model_matrix[3]; \
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my_model_matrix[1] = my_model_matrix[2]; \
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\
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my_model_matrix[0].xyz += up0; \
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my_model_matrix[3].xyz -= up0; \
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\
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my_model_matrix[1].xyz += up1; \
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my_model_matrix[2].xyz -= up1; \
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} \
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\
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vec3 a = mix(my_model_matrix[1].xyz,my_model_matrix[0].xyz,UV.x); \
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vec3 b = mix(my_model_matrix[2].xyz,my_model_matrix[3].xyz,UV.x); \
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\
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UV.x = (UV.x + INSTANCE_CUSTOM.w-1.0 - 2.0)/(INSTANCE_CUSTOM.z-1.0); \
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\
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\
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float h = textureLod(curve, vec2(UV.x), 0.0).x; \
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\
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VERTEX = mix(a,b,(UV.y-0.5)*h + 0.5); \
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\
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if(dewiggle){ \
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scale_interp = h; \
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UV *= scale_interp; \
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} \
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\
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\
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clip.x = dot(VERTEX - INV_VIEW_MATRIX[3].xyz,cross(my_model_matrix[1].xyz - INV_VIEW_MATRIX[3].xyz,my_model_matrix[2].xyz - INV_VIEW_MATRIX[3].xyz)); \
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clip.y = dot(VERTEX - INV_VIEW_MATRIX[3].xyz,cross(my_model_matrix[3].xyz - INV_VIEW_MATRIX[3].xyz,my_model_matrix[0].xyz - INV_VIEW_MATRIX[3].xyz)); \
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} missing_parens
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#define PREPARE_TRAIL_TEXTURES { \
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vec2 clip0 = clip; \
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float ababab = clip0.x*clip0.y; \
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\
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if(clip_overlaps && ababab < 0.0) { \
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if(abs(mesh_uv.x-0.5)<0.5) \
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discard; \
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} \
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\
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vec2 base_uv = UV; \
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\
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if(dewiggle){ \
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base_uv /= scale_interp; \
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} \
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\
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vec2 raw_uv = base_uv; \
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\
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base_uv -= uv_offset; \
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\
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if(vertical_texture){ \
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base_uv = base_uv.yx; \
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} \
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\
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vec4 T = textureLod(tex, base_uv, 0.0); \
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ALBEDO = T.rgb; \
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ALPHA = T.a; \
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\
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if(use_red_as_alpha){ \
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ALBEDO = vec3(1); \
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ALPHA = T.r; \
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} \
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\
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T = textureLod(color_ramp, raw_uv, 0.0); \
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ALBEDO *= T.rgb; \
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ALPHA *= T.a; \
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} missing_parens
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#endif /*GPU_TRAIL*/
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