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VFX_GodotCourseEmpty/GPUTrail-main/shaders/gputrail_lib.gdshaderinc
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2025-11-28 18:10:23 +08:00

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