OpenGL: clean up smoke & fire shaders
TODO: swap gl_Vertex for vec3 pos, update smoke setup code
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@@ -1,20 +1,15 @@
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in vec3 coords;
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in vec3 coords;
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out vec4 fragColor;
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out vec4 fragColor;
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#define texture1D texture
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#define texture3D texture
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uniform sampler3D flame_texture;
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uniform sampler3D flame_texture;
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uniform sampler1D spectrum_texture;
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uniform sampler1D spectrum_texture;
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void main()
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void main()
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{
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{
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float flame = texture3D(flame_texture, coords).r;
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float flame = texture(flame_texture, coords).r;
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vec4 emission = texture1D(spectrum_texture, flame);
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vec4 emission = texture(spectrum_texture, flame);
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vec4 color;
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fragColor.rgb = emission.a * emission.rgb;
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color.rgb = emission.a * emission.rgb;
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fragColor.a = emission.a;
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color.a = emission.a;
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fragColor = color;
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}
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}
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@@ -1,8 +1,6 @@
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in vec3 coords;
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in vec3 coords;
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out vec4 fragColor;
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out vec4 fragColor;
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#define texture1D texture
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#define texture3D texture
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uniform vec3 active_color;
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uniform vec3 active_color;
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uniform float step_size;
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uniform float step_size;
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@@ -19,7 +17,7 @@ uniform sampler3D color_band_texture;
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void main()
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void main()
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{
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{
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/* compute color and density from volume texture */
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/* compute color and density from volume texture */
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vec4 soot = texture3D(soot_texture, coords);
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vec4 soot = texture(soot_texture, coords);
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#ifndef USE_COBA
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#ifndef USE_COBA
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vec3 soot_color;
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vec3 soot_color;
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@@ -27,7 +25,7 @@ void main()
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soot_color = active_color * soot.rgb / soot.a;
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soot_color = active_color * soot.rgb / soot.a;
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}
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}
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else {
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else {
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soot_color = vec3(0, 0, 0);
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soot_color = vec3(0);
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}
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}
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float soot_density = density_scale * soot.a;
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float soot_density = density_scale * soot.a;
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@@ -36,16 +34,14 @@ void main()
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float soot_alpha = 1.0 - soot_transmittance;
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float soot_alpha = 1.0 - soot_transmittance;
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/* shade */
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/* shade */
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float shadow = texture3D(shadow_texture, coords).r;
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float shadow = texture(shadow_texture, coords).r;
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soot_color *= soot_transmittance * shadow;
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soot_color *= soot_transmittance * shadow;
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/* premultiply alpha */
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/* premultiply alpha */
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vec4 color = vec4(soot_alpha * soot_color, soot_alpha);
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fragColor = vec4(soot_alpha * soot_color, soot_alpha);
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#else
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#else
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float color_band = texture3D(color_band_texture, coords).r;
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float color_band = texture(color_band_texture, coords).r;
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vec4 transfer_function = texture1D(transfer_texture, color_band);
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vec4 transfer_function = texture(transfer_texture, color_band);
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vec4 color = transfer_function * density_scale;
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fragColor = transfer_function * density_scale;
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#endif
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#endif
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fragColor = color;
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}
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}
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@@ -9,6 +9,7 @@ uniform vec3 ob_sizei;
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void main()
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void main()
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{
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{
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// TODO: swap gl_Vertex for vec3 pos, update smoke setup code
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gl_Position = ModelViewProjectionMatrix * vec4(gl_Vertex.xyz * ob_sizei, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(gl_Vertex.xyz * ob_sizei, 1.0);
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coords = (gl_Vertex.xyz - min_location) * invsize;
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coords = (gl_Vertex.xyz - min_location) * invsize;
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}
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}
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